Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive update of global illumination using a line-space hierarchy
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The multi-frame lighting method: a Monte Carlo based solution for radiosity in dynamic environments
Proceedings of the eurographics workshop on Rendering techniques '96
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th 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
Interactive global illumination using selective photon tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Enhancing and optimizing the render cache
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Frame-to-Frame Coherent Animation with Two-Pass Radiosity
IEEE Transactions on Visualization and Computer Graphics
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A final reconstruction approach for a unified global illumination algorithm
ACM Transactions on Graphics (TOG)
Exploiting Temporal Coherence in Final Gathering for Dynamic Scenes
CGI '04 Proceedings of the Computer Graphics International
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
A novel hemispherical basis for accurate and efficient rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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We present a novel method for fast, high quality computation of glossy global illumination in complex animated environments. Building on the irradiance caching and radiance caching algorithms, our method leverages temporal coherence by introducing temporal gradients. Using our approach, part of the global illumination solution computed in previous frames is adaptively reused in the current frame. Our simple adaptive reusing scheme allows to obtain fast rendering times while avoiding the presence of flickering artifacts and global illumination ghosts. By reusing data in several frames, our method yields a significant speedup compared to classical computation in which a new cache is computed for every frame. Moreover, temporal gradients do not rely on any new, complicated data structure. This method can be straightforwardly included in any existing renderer based on irradiance and radiance caching. Furthermore, our method can be easily implemented using GPUs for improved performance.