SIGGRAPH '86 Proceedings of the 13th 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 27th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
ACM SIGGRAPH Asia 2008 papers
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Stochastic progressive photon mapping
ACM SIGGRAPH Asia 2009 papers
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
A progressive error estimation framework for photon density estimation
ACM SIGGRAPH Asia 2010 papers
Unbiased, adaptive stochastic sampling for rendering inhomogeneous participating media
ACM SIGGRAPH Asia 2010 papers
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
Progressive photon mapping: A probabilistic approach
ACM Transactions on Graphics (TOG)
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
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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 Virtual Beam Lights
Computer Graphics Forum
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
ACM Transactions on Graphics (TOG)
Toward practical real-time photon mapping: efficient GPU density estimation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Volume stylizer: tomography-based volume painting
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Adaptive progressive photon mapping
ACM Transactions on Graphics (TOG)
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Visibility-driven progressive volume photon tracing
The Visual Computer: International Journal of Computer Graphics
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
State of the art in photon density estimation
SIGGRAPH Asia 2013 Courses
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 progressive photon beams, a new algorithm for rendering complex lighting in participating media. Our technique is efficient, robust to complex light paths, and handles heterogeneous media and anisotropic scattering while provably converging to the correct solution using a bounded memory footprint. We achieve this by extending the recent photon beams variant of volumetric photon mapping. We show how to formulate a progressive radiance estimate using photon beams, providing the convergence guarantees and bounded memory usage of progressive photon mapping. Progressive photon beams can robustly handle situations that are difficult for most other algorithms, such as scenes containing participating media and specular interfaces, with realistic light sources completely enclosed by refractive and reflective materials. Our technique handles heterogeneous media and also trivially supports stochastic effects such as depth-of-field and glossy materials. Finally, we show how progressive photon beams can be implemented efficiently on the GPU as a splatting operation, making it applicable to interactive and real-time applications. These features make our technique scalable, providing the same physically-based algorithm for interactive feedback and reference-quality, unbiased solutions.