Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A general two-pass method integrating specular and diffuse reflection
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Simulating photon mapping for real-time applications
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
In the classical Irradiance Caching algorithm, rays are first traced from the viewpoint towards the scene. For each corresponding intersection point, the irradiance cache is queried to determine whether a new irradiance record has to be created. When a new record is required, the irradiance value is computed using distribution ray tracing. The newly created record is then stored in an octree, called the irradiance cache. For nearby intersection points the record is retrieved by querying the octree.