Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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
Photographic tone reproduction for digital images
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2006 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Metropolis photon sampling with optional user guidance
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Bidirectional instant radiosity
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Effects of global illumination approximations on material appearance
ACM SIGGRAPH 2010 papers
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Importance Caching for Complex Illumination
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Progressive Virtual Beam Lights
Computer Graphics Forum
Light transport simulation with vertex connection and merging
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A PCA decomposition for real-time brdf editing and relighting with global illumination
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A methodology for the physically accurate visualisation of roman polychrome statuary
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
Realistic lighting simulation for interactive VR applications
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Fast light-map computation with virtual polygon lights
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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In this paper, we aim to lift the accuracy limitations of many-light algorithms by introducing a new light type, the virtual spherical light (VSL). The illumination contribution of a VSL is computed over a non-zero solid angle, thus eliminating the illumination spikes that virtual point lights used in traditional many-light methods are notorious for. The VSL enables application of many-light approaches in scenes with glossy materials and complex illumination that could previously be rendered only by much slower algorithms. By combining VSLs with the matrix row-column sampling algorithm, we achieve high-quality images in one to four minutes, even in scenes where path tracing or photon mapping take hours to converge.