Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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Area light sources are common in the real world, and thus important in realistic images. However, interactive rendering with area light sources is challenging, as each surface in a scene can receive light from every point in the area light. This problem is similar in nature to the rendering of single-bounce indirect illumination, and can be addressed with similar techniques.