The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The irradiance Jacobian for partially occluded polyhedral sources
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Faster photon map global illumination
Journal of Graphics Tools
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
A first-order analysis of lighting, shading, and shadows
ACM Transactions on Graphics (TOG)
Spherical harmonic gradients for mid-range illumination
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Making radiance and irradiance caching practical: adaptive caching and neighbor clamping
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ACM SIGGRAPH ASIA 2009 Courses
Glanular materials rendering based on radiance caching
ACM SIGGRAPH ASIA 2009 Posters
ACM SIGGRAPH 2009 Courses
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
Theory, analysis and applications of 2D global illumination
ACM Transactions on Graphics (TOG)
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
Irradiance gradients in the presence of participating media and occlusions
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Spatial directional radiance caching
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Wait-free shared-memory irradiance cache
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
CUDA-accelerated simulation of multiple scattering using decoupling approximation
Journal of Visualization
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In this article we present a novel radiance caching method for efficiently rendering participating media using Monte Carlo ray tracing. Our method handles all types of light scattering including anisotropic scattering, and it works in both homogeneous and heterogeneous media. A key contribution in the article is a technique for computing gradients of radiance evaluated in participating media. These gradients take the full path of the scattered light into account including the changing properties of the medium in the case of heterogeneous media. The gradients can be computed simultaneously with the inscattered radiance with negligible overhead. We compute gradients for single scattering from lights and surfaces and for multiple scattering, and we use a spherical harmonics representation in media with anisotropic scattering. Our second contribution is a new radiance caching scheme for participating media. This caching scheme uses the information in the radiance gradients to sparsely sample as well as interpolate radiance within the medium utilizing a novel, perceptually based error metric. Our method provides several orders of magnitude speedup compared to path tracing and produces higher quality results than volumetric photon mapping. Furthermore, it is view-driven and well suited for large scenes where methods such as photon mapping become costly.