SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Physically based modeling and animation of fire
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Volume Rendering of Pool Fire Data
IEEE Computer Graphics and Applications
Advanced Global Illumination
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
Dynamic Range Reduction Inspired by Photoreceptor Physiology
IEEE Transactions on Visualization and Computer Graphics
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Wavelet importance sampling: efficiently evaluating products of complex functions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH ASIA 2009 Courses
Geometry-based control of fire simulation
The Visual Computer: International Journal of Computer Graphics
Physically-based realistic fire rendering
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Importance resampling for global illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Bidirectional importance sampling for direct illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Two stage importance sampling for direct lighting
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Physically based rendering of scenes with volumetric illumination of flames remains a challenging problem due to the complexity of their heterogeneous radiative properties. Current bidirectional importance sampling strategies have been focusing on emissive light sources without anisotropic extinction. In this paper, we present an efficient importance sampling method for volumetric light sources with anisotropic extinction. According to the radiative properties of flames, we separate the computation of anisotropic extinction from the evaluation of illumination inside flames and utilize cluster-based hierarchies to rapidly estimate them. To exploit the coherence of radiative voxels, we also propose a new similarity metric to aggregate voxels into clusters. For each pixel to be shaded, we use these clusters to rapidly approximate the importance function of voxels, and draw final illumination samples from clusters. Our results show that this approach substantially reduces the variance of images when rendering scenes with flames.