Accurately rendering glossy materials in design applications, where previewing and interactivity are important, remains a major challenge. While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the materials and lighting in the scene. In the presence of many glossy (directionally scattering) materials, fast solutions either fail or degenerate to inefficient, brute-force simulations of the underlying light transport. In particular, many-light algorithms are able to provide fast approximations by clamping elements of the light transport matrix, but they eliminate the part of the transport that contributes to accurate glossy appearance.
This talk describes our contribution to the problem of many-light rendering in glossy scenes. I start with our perceptual study showing that material appearance of glossy objects can be severely altered by the basic many-light rendering algorithm. After that, I present two solutions for rendering glossy objects using the many-light approach. First, I present a novel mathematical formulation for virtual lights in many-light methods, the Virtual Spherical Light, which does not require energy clamping and thereby preserves the illumination on glossy surfaces missing in the original formulation. Second, I present a solution that separately solves for the global (low-rank, dense) and local (high-rank, sparse) illumination components. The low-rank component is solved with visibility clustering and approximation, while the high-rank component is handled using Local Virtual Lights.