SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Scale-Space and Edge Detection Using Anisotropic Diffusion
IEEE Transactions on Pattern Analysis and Machine Intelligence
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Energy preserving non-linear filters
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A perceptually based adaptive sampling algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Anisotropic diffusion for Monte Carlo noise reduction
ACM Transactions on Graphics (TOG)
Monte Carlo complexity of parametric integration
Journal of Complexity
An improved illumination model for shaded display
Communications of the ACM
Hierarchical Monte Carlo image synthesis
Mathematics and Computers in Simulation - IMACS sponsored Special issue on the second IMACS seminar on Monte Carlo methods
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
A Novel Monte Carlo Noise Reduction Operator
IEEE Computer Graphics and Applications
A frequency analysis of light transport
ACM SIGGRAPH 2005 Papers
Wavelet importance sampling: efficiently evaluating products of complex functions
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Statistical acceleration for animated global illumination
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
Packet-based whitted and distribution ray tracing
GI '07 Proceedings of Graphics Interface 2007
Multidimensional adaptive sampling and reconstruction for ray tracing
ACM SIGGRAPH 2008 papers
ACM Transactions on Graphics (TOG)
A Wavelet Tour of Signal Processing, Third Edition: The Sparse Way
A Wavelet Tour of Signal Processing, Third Edition: The Sparse Way
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
Edge-avoiding À-Trous wavelet transform for fast global illumination filtering
Proceedings of the Conference on High Performance Graphics
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Temporal light field reconstruction for rendering distribution effects
ACM SIGGRAPH 2011 papers
Computer-aided appearance design based on BRDF measurements
Computer-Aided Design
Adaptive sampling and reconstruction using greedy error minimization
Proceedings of the 2011 SIGGRAPH Asia Conference
A reconstruction filter for plausible motion blur
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
On filtering the noise from the random parameters in Monte Carlo rendering
ACM Transactions on Graphics (TOG)
Compressive rendering of multidimensional scenes
Proceedings of the 2010 international conference on Video Processing and Computational Video
Reconstructing the indirect light field for global illumination
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
A theory of monte carlo visibility sampling
ACM Transactions on Graphics (TOG)
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
SURE-based optimization for adaptive sampling and reconstruction
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Adaptive rendering with non-local means filtering
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Improved stochastic progressive photon mapping with metropolis sampling
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Compressive estimation for signal integration in rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Gradient-domain metropolis light transport
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Axis-aligned filtering for interactive physically-based diffuse indirect lighting
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
Parallel adaptive sampling and reconstruction using multi-scale and directional analysis
The Visual Computer: International Journal of Computer Graphics
Boosting monte carlo rendering by ray histogram fusion
ACM Transactions on Graphics (TOG)
Interactive appearance design in the presence of optically complex materials
MAM '13 Proceedings of the Eurographics 2013 Workshop on Material Appearance Modeling: Issues and Acquisition
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Effects such as depth of field, area lighting, antialiasing and global illumination require evaluating a complex high-dimensional integral at each pixel of an image. We develop a new adaptive rendering algorithm that greatly reduces the number of samples needed for Monte Carlo integration. Our method renders directly into an image-space wavelet basis. First, we adaptively distribute Monte Carlo samples to reduce the variance of the wavelet basis' scale coefficients, while using the wavelet coefficients to find edges. Working in wavelets, rather than pixels, allows us to sample not only image-space edges but also other features that are smooth in the image plane but have high variance in other integral dimensions. In the second stage, we reconstruct the image from these samples by using a suitable wavelet approximation. We achieve this by subtracting an estimate of the error in each wavelet coefficient from its magnitude, effectively producing the smoothest image consistent with the rendering samples. Our algorithm renders scenes with significantly fewer samples than basic Monte Carlo or adaptive techniques. Moreover, the method introduces minimal overhead, and can be efficiently included in an optimized ray-tracing system.