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A framework for the analysis of error in global illumination algorithms
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Interactive global illumination in complex and highly occluded environments
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ACM SIGGRAPH 2005 Papers
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ACM SIGGRAPH 2005 Papers
Splatting indirect illumination
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2008 talks
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Proceedings of the 2009 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2010 papers
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ACM SIGGRAPH Asia 2010 papers
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
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EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Computer Graphics Forum
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EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
Fast light-map computation with virtual polygon lights
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In this paper we present a method that targets high-quality global illumination at interactive frame rates. As many techniques in this context, our method is based on instant radiosity, which represents the indirect illumination in a scene with a set of virtual point lights, and therefore enables efficient GPU rendering. Instant radiosity captures light transport over larger distances well, but it requires clamping of the point lights' contribution to avoid bright splotches on nearby surfaces. By bounding the short distance light transport, the algorithm removes some energy and thus introduces bias, that is visible as incorrect darkening near edges and corners. Our method improves the quality and correctness of the rendered images by removing bias using a hierarchical screen space approach. We show that the bias compensation can be formulated as a post-processing step and demonstrate renderings comparable to results from offline algorithms at interactive speed.