A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th 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
A view of the EM algorithm that justifies incremental, sparse, and other variants
Proceedings of the NATO Advanced Study Institute on Learning in graphical models
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hierarchical Splatting of Scattered 4D Data
IEEE Computer Graphics and Applications
Radiosity for Point-Sampled Geometry
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Hierarchical Splatting of Scattered Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
ACM SIGGRAPH 2006 Papers
Accelerated EM-based clustering of large data sets
Data Mining and Knowledge Discovery
Advanced Global Illumination
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH Asia 2008 papers
IEEE Transactions on Visualization and Computer Graphics
Sequential EM for Unsupervised Adaptive Gaussian Mixture Model Based Classifier
MLDM '09 Proceedings of the 6th International Conference on Machine Learning and Data Mining in Pattern Recognition
A progressive error estimation framework for photon density estimation
ACM SIGGRAPH Asia 2010 papers
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
An irradiance atlas for global illumination in complex production scenes
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Multiresolution reflectance filtering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Adaptive progressive photon mapping
ACM Transactions on Graphics (TOG)
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
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State-of-the-art density estimation methods for rendering participating media rely on a dense photon representation of the radiance distribution within a scene. A critical bottleneck of such kernel-based approaches is the excessive number of photons that are required in practice to resolve fine illumination details, while controlling the amount of noise. In this paper, we propose a parametric density estimation technique that represents radiance using a hierarchical Gaussian mixture. We efficiently obtain the coefficients of this mixture using a progressive and accelerated form of the Expectation–Maximization algorithm. After this step, we are able to create noise-free renderings of high-frequency illumination using only a few thousand Gaussian terms, where millions of photons are traditionally required. Temporal coherence is trivially supported within this framework, and the compact footprint is also useful in the context of real-time visualization. We demonstrate a hierarchical ray tracing-based implementation, as well as a fast splatting approach that can interactively render animated volume caustics.