SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
Particle transport and image synthesis
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Illumination from curved reflectors
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Method of displaying optical effects within water using accumulation buffer
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
Rendering participating media with bidirectional path tracing
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
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Path Differentials and Applications
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Efficient Rendering of Optical Effects within Water Using Graphics Hardware
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Interactive rendering of caustics using interpolated warped volumes
GI '05 Proceedings of Graphics Interface 2005
Photon Splatting for participating media
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
Interactive global photon mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Ray maps for global illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive screen-space accurate photon tracing on GPUs
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A programmable system for artistic volumetric lighting
ACM SIGGRAPH 2011 papers
Proceedings of the 2011 SIGGRAPH Asia Conference
Gaussian quadrature for photon beams in Tangled
ACM SIGGRAPH 2011 Talks
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
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
Progressive expectation-maximization for hierarchical volumetric photon mapping
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
Basics of physically-based rendering
SIGGRAPH Asia 2012 Courses
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Joint importance sampling of low-order volumetric scattering
ACM Transactions on Graphics (TOG)
k-d Darts: Sampling by k-dimensional flat searches
ACM Transactions on Graphics (TOG)
Rendering scenes with participating media based on RBFs for photon mapping using graphics hardware
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Basic concepts of physically-based rendering
SIGGRAPH Asia 2013 Courses
State of the art in photon density estimation
SIGGRAPH Asia 2013 Courses
Special Section on CAD/Graphics 2013: Adaptive importance photon shooting technique
Computers and Graphics
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases. This theory allows for estimating in-scattered radiance at a point, or accumulated radiance along a camera ray, with the standard photon particle representation used in previous work. Furthermore, we generalize these operations to include a more compact, and more expressive intermediate representation of lighting in participating media, which we call “photon beams.” The combination of these representations and their respective query operations results in a collection of nine distinct volumetric radiance estimates. Our second contribution is a more efficient rendering method for participating media based on photon beams. Even when shooting and storing less photons and using less computation time, our method significantly reduces both bias (blur) and variance in volumetric radiance estimation. This enables us to render sharp lighting details (e.g., volume caustics) using just tens of thousands of photon beams, instead of the millions to billions of photon points required with previous methods.