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
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
PLDI '93 Proceedings of the ACM SIGPLAN 1993 conference on Programming language design and implementation
The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Faster photon map global illumination
Journal of Graphics Tools
Vision - An Architecture for Global Illumination Calculations
IEEE Transactions on Visualization and Computer Graphics
Programming Mental Ray
A practical guide to global illumination using ray tracing and photon mapping
ACM SIGGRAPH 2004 Course Notes
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Lighting models used in the production of computer generated feature animation have to be flexible, easy to control, and efficient to compute. Global illumination techniques do not lend themselves easily to flexibility, ease of use, or speed, and have remained out of reach thus far for the vast majority of images generated in this context. This paper describes the implementation and integration of indirect illumination within a feature animation production renderer. For efficiency reasons, we choose to partially solve the rendering equation. We explain how this compromise allows us to speed-up final gathering calculations and reduce noise. We describe an efficient ray tracing strategy and its integration with a micro-polygon based scan line renderer supporting displacement mapping and programmable shaders. We combine a modified irradiance gradient caching technique with an approximate lighting model that enhances caching coherence and provides good scalability to render complex scenes into highresolution images suitable for film. We describe the tools that are made available to the artists to control indirect lighting in final renders. We show that our approach provides an efficient solution, easy to art direct, that allows animators to enhance considerably the quality of images generated for a large category of production work.