Optimally combining sampling techniques for Monte Carlo rendering
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Stochastic progressive photon mapping
ACM SIGGRAPH Asia 2009 papers
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
A radiative transfer framework for rendering materials with anisotropic structure
ACM SIGGRAPH 2010 papers
Effects of global illumination approximations on material appearance
ACM SIGGRAPH 2010 papers
Combining global and local virtual lights for detailed glossy illumination
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)
I3D '11 Symposium on Interactive 3D Graphics and Games
Building volumetric appearance models of fabric using micro CT imaging
ACM SIGGRAPH 2011 papers
Progressive photon mapping: A probabilistic approach
ACM Transactions on Graphics (TOG)
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
Bidirectional instant radiosity
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Light transport simulation with vertex connection and merging
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Recent advances in physically-based appearance modeling of cloth
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
ACM SIGGRAPH 2013 Talks
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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Scenes modeling the real-world combine a wide variety of phenomena including glossy materials, detailed heterogeneous anisotropic media, subsurface scattering, and complex illumination. Predictive rendering of such scenes is difficult; unbiased algorithms are typically too slow or too noisy. Virtual point light (VPL) based algorithms produce low noise results across a wide range of performance/accuracy tradeoffs, from interactive rendering to high quality offline rendering, but their bias means that locally important illumination features may be missing. We introduce a bidirectional formulation and a set of weighting strategies to significantly reduce the bias in VPL-based rendering algorithms. Our approach, bidirectional lightcuts, maintains the scalability and low noise global illumination advantages of prior VPL-based work, while significantly extending their generality to support a wider range of important materials and visual cues. We demonstrate scalable, efficient, and low noise rendering of scenes with highly complex materials including gloss, BSSRDFs, and anisotropic volumetric models.