Abstract:All previous algorithms of real-time global illumination rendering based on precomputation assume that the materials are invariant, which makes the transfer from lighting to outgoing radiance a linear transformation. By precomputing the linear transformation, real-time global illumination rendering can be achieved under dynamic lighting. This linearity does not hold when materials change. So far, there are no algorithms applicable to scenes with dynamic materials. This paper introduces a real-time rendering method for scenes with editable materials under direct and indirect illumination. The outgoing radiance is separated into different parts based on the times and corresponding materials of reflections. Each part of radiance is linear dependent on the product of the materials along its path of reflections. So the nonlinear problem is converted to a linear one. All materials available are represented as linear combinations of a basis. The basis is applied to the scene to get numbers of different material distributions. For each material distribution, all parts of radiance are precomputed. This paper simply linear combines the precomputed data by coefficients of materials on basis to achieve the effects of global illumination in real-time. This method is applied to scenes with fixed geometry, fixed lighting and fixed view direction. And the materials are represented with bidirectional reflectance distribution functions (BRDFs), which do not take refraction or translucency into account. The authors can simulate in real-time frame rates up to two bounces of light in the implementation, and some interesting phenomena of global illumination, such as color bleeding and caustics, can be achieved.