SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Interactive update of global illumination using a line-space hierarchy
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
Perception-guided global illumination solution for animation rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination using selective photon tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
An efficient spatio-temporal architecture for animation rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Reuse of Paths in Light Source Animation
CGI '04 Proceedings of the Computer Graphics International
A practical guide to global illumination using ray tracing and photon mapping
ACM SIGGRAPH 2004 Course Notes
ACM SIGGRAPH Asia 2008 papers
Stochastic progressive photon mapping
ACM SIGGRAPH Asia 2009 papers
Progressive photon mapping: A probabilistic approach
ACM Transactions on Graphics (TOG)
Realtime caustics using distributed photon mapping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Space-time hierarchical radiosity
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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Stochastic Progressive Photon Mapping (SPPM) is a method to simulate consistent global illumination. It is especially useful for complicated light paths like caustics seen through a glass surface. Up to now, SPPM can only be applied to a static scene and noise-free images require hours to compute. Our approach is to extend this method to dynamic scenes (DSPPM) for an efficient simulation of animated objects and materials. We identify both hit point and photon information that can be re-used for the pixel statistics of multiple frames. In comparison to an SPPM simulation performed for each frame, we achieve a 1.96 −9.53 speedup in our test scenes without changing correctness or simulation quality. © 2012 Wiley Periodicals, Inc.