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
ACM Transactions on Graphics (TOG)
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Low latency photon mapping using block hashing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Scalable photon splatting for global illumination
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive Rendering of Globally Illuminated Glossy Scenes
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
GPU algorithms for radiosity and subsurface scattering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Interactive Global Illumination in Dynamic Environments Using Commodity Graphics Hardware
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Radiosity on graphics hardware
GI '04 Proceedings of the 2004 Graphics Interface Conference
An approximate global illumination system for computer generated films
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
Realtime caustics using distributed photon mapping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Simulating photon mapping for real-time applications
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A novel hemispherical basis for accurate and efficient rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency precomputed radiance transfer for glossy objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
All-frequency relighting of non-diffuse objects using separable BRDF approximation
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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Fast global illumination computation is a challenge in several fields such as lighting simulation and computergenerated visual effects for movies. To this end, the irradiance caching algorithm is commonly used since it provides high-quality rendering in a reasonable time. However this algorithm relies on a spatial data structure in which nearest-neighbors queries and data insertions are performed alternately within a single rendering step. Due to this central and permanently modified data structure, the irradiance caching algorithm cannot be easily implemented on graphics hardware. This paper proposes a novel approach to global illumination using irradiance and radiance cache: the radiance cache splatting. This method directly meets the processing constraints of graphics hardware since it avoids the need of complex data structure and algorithms. Moreover, the rendering quality remains identical to classical irradiance and radiance caching. Our renderer shows an implementation of our algorithm which provides a significant speedup compared to classical irradiance caching.