SIGGRAPH '96 Proceedings of the 23rd 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
A low distortion map between disk and square
Journal of Graphics Tools
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
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Efficient BRDF importance sampling using a factored representation
ACM SIGGRAPH 2004 Papers
Modeling and rendering of quasi-homogeneous materials
ACM SIGGRAPH 2005 Papers
Inverse shade trees for non-parametric material representation and editing
ACM SIGGRAPH 2006 Papers
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
Simulating multiple scattering in hair using a photon mapping approach
ACM SIGGRAPH 2006 Papers
Adaptive numerical cumulative distribution functions for efficient importance sampling
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Efficient multiple scattering in hair using spherical harmonics
ACM SIGGRAPH 2008 papers
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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This paper addresses light transport through a discrete random medium, which we define as a volume filled with macroscopic scattering geometry generated by a random process. This formulation is more general than standard radiative transport, because it can be applied to media that are made up of closely packed scatterers. A new approach to rendering these media is introduced, based on precomputed solutions to a local multiple scattering problem, including a new algorithm for generating paths through random media that moves through the interior of the medium in large strides without considering individual scattering events. A method for rendering homogeneous isotropic random media is described that generates paths using precomputed scattering solutions compressed and randomly sampled using Nonnegative Matrix Factorization. It can efficiently render discrete media, such as a large pile of glass objects, in which the individual scatterers are visible. The method is demonstrated on scenes containing tens of thousands of transparent, specular objects that are nearly impossible to render with standard global illumination techniques.