Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Proximity radiosity: exploiting coherence to accelerate form factor computations
Proceedings of the eurographics workshop on Rendering techniques '96
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Adding shadows to a texture-based volume renderer
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Bounded skew high-order resolution schemes for the discrete ordinates method
Journal of Computational Physics
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Radiosity and Relaxation Methods
IEEE Computer Graphics and Applications
Global Illumination Techniques for the Simulation of Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
An Illumination Model for a Skin Layer Bounded by Rough Surfaces
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Realistic image synthesis for scenes with radiatively participating media
Realistic image synthesis for scenes with radiatively participating media
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Light traveling through semi-transparent media such as smoke and marble is absorbed and scattered. To achieve proper realistic visualizations of such media, illumination algorithms must account for these events. In this article, we present a new method for solving the Radiative Transport Equation, which models such evolution of light. The new method falls into the category of the Discrete Ordinates Method and inherits its generality and computational lightness. This method is known to suffer from two main shortcomings, namely false scattering and the ray effect, which we avoid in our new method. By propagating the light using low-dimensional maps of rays we detach their transport from the Eulerian grid and use fine angular discretizations. Thus, the scattering effect at each scattering generation is eliminated and the ray effect is significantly reduced at no additional memory requirements. Results demonstrate the new method's efficiency, ability to produce high-quality approximations, and its usefulness for a wide range of computer graphics applications.