SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A general two-pass method integrating specular and diffuse reflection
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Adaptive radiosity textures for bidirectional ray 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
Global illumination using local linear density estimation
ACM Transactions on Graphics (TOG)
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
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
An improved illumination model for shaded display
Communications of the ACM
Theory and application of specular path perturbation
ACM Transactions on Graphics (TOG)
Perturbation Methods for Interactive Specular Reflections
IEEE Transactions on Visualization and Computer Graphics
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Energy redistribution path tracing
ACM SIGGRAPH 2005 Papers
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
Monte Carlo Strategies in Scientific Computing
Monte Carlo Strategies in Scientific Computing
Stochastic progressive photon mapping
ACM SIGGRAPH Asia 2009 papers
Robust adaptive photon tracing using photon path visibility
ACM Transactions on Graphics (TOG)
Improved stochastic progressive photon mapping with metropolis sampling
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Microfacet models for refraction through rough surfaces
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Photorealistic image rendering with population monte carlo energy redistribution
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
A path space extension for robust light transport simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Light transport simulation with vertex connection and merging
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Interactive albedo editing in path-traced volumetric materials
ACM Transactions on Graphics (TOG)
Gradient-domain metropolis light transport
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
A hybrid Lagrangian-Eulerian formulation for bubble generation and dynamics
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Replica exchange light transport on relaxed distributions
ACM SIGGRAPH 2013 Posters
Joint importance sampling of low-order volumetric scattering
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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It is a long-standing problem in unbiased Monte Carlo methods for rendering that certain difficult types of light transport paths, particularly those involving viewing and illumination along paths containing specular or glossy surfaces, cause unusably slow convergence. In this paper we introduce Manifold Exploration, a new way of handling specular paths in rendering. It is based on the idea that sets of paths contributing to the image naturally form manifolds in path space, which can be explored locally by a simple equation-solving iteration. This paper shows how to formulate and solve the required equations using only geometric information that is already generally available in ray tracing systems, and how to use this method in in two different Markov Chain Monte Carlo frameworks to accurately compute illumination from general families of paths. The resulting rendering algorithms handle specular, near-specular, glossy, and diffuse surface interactions as well as isotropic or highly anisotropic volume scattering interactions, all using the same fundamental algorithm. An implementation is demonstrated on a range of challenging scenes and evaluated against previous methods.