Antialiased ray tracing by adaptive progressive refinement
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Physically based lighting calculations for computer graphics
Physically based lighting calculations for computer graphics
Combining hierarchical radiosity and discontinuity meshing
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Efficient hierarchical radiosity in complex environments
Efficient hierarchical radiosity in complex environments
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Acceleration of Monte Carlo Path Tracing in General Environments
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Rendering inhomogeneous surfaces with radiosity
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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Finite Element methods are well suited to the computation of the light distribution in mostly diffuse scenes, but the resulting mesh is often far from optimal to accurately represent illumination. Shadow boundaries are hard to capture in the mesh, and the illumination may contain artifacts due to light transports at different mesh hierarchy levels. To render a high quality image a costly final gather reconstruction step is usually done, which re-evaluates the illumination integral for each pixel. In this paper an algorithm is presented which significantly speeds up the final gather by exploiting spatial and directional coherence information taken from the radiosity solution. Senders are classified, so that their contribution to a pixel is either interpolated from the radiosity solution or recomputed with an appropriate number of new samples. By interpolating this sampling pattern over the radiosity mesh, continuous solutions are obtained.