Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
A radiosity method for non-diffuse environments
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th 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
Data Structures for Range Searching
ACM Computing Surveys (CSUR)
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
An improved illumination model for shaded display
Communications of the ACM
Simulation and the Monte Carlo Method
Simulation and the Monte Carlo Method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An Efficient Radiosity Approach for Realistic Image Synthesis
IEEE Computer Graphics and Applications
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An efficient ray tracing method is presented for calculating interreflections between surfaces with both diffuse and specular components. A Monte Carlo technique computes the indirect contributions to illuminance at locations chosen by the rendering process. The indirect illuminance values are averaged over surfaces and used in place of a constant "ambient" term. Illuminance calculations are made only for those areas participating in the selected view, and the results are stored so that subsequent views can reuse common values. The density of the calculation is adjusted to maintain a constant accuracy, permitting less populated portions of the scene to be computed quickly. Successive reflections use proportionally fewer samples, which speeds the process and provides a natural limit to recursion. The technique can also model diffuse transmission and illumination from large area sources, such as the sky.