SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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
Global illumination using photon maps
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 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
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Wavelet importance sampling: efficiently evaluating products of complex functions
ACM SIGGRAPH 2005 Papers
Energy redistribution path tracing
ACM SIGGRAPH 2005 Papers
Advanced Global Illumination
Importance sampling of products from illumination and BRDF using spherical radial basis functions
The Visual Computer: International Journal of Computer Graphics
The beam radiance estimate for volumetric photon mapping
ACM SIGGRAPH 2008 classes
Single scattering in refractive media with triangle mesh boundaries
ACM SIGGRAPH 2009 papers
An analytical approach to single scattering for anisotropic media and light distributions
Proceedings of Graphics Interface 2009
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
Physically Based Rendering, Second Edition: From Theory To Implementation
Physically Based Rendering, Second Edition: From Theory To Implementation
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Optimizing realistic rendering with many-light methods
ACM SIGGRAPH 2012 Courses
Importance Sampling Techniques for Path Tracing in Participating Media
Computer Graphics Forum
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Bidirectional importance sampling for direct illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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Central to all Monte Carlo-based rendering algorithms is the construction of light transport paths from the light sources to the eye. Existing rendering approaches sample path vertices incrementally when constructing these light transport paths. The resulting probability density is thus a product of the conditional densities of each local sampling step, constructed without explicit control over the form of the final joint distribution of the complete path. We analyze why current incremental construction schemes often lead to high variance in the presence of participating media, and reveal that such approaches are an unnecessary legacy inherited from traditional surface-based rendering algorithms. We devise joint importance sampling of path vertices in participating media to construct paths that explicitly account for the product of all scattering and geometry terms along a sequence of vertices instead of just locally at a single vertex. This leads to a number of practical importance sampling routines to explicitly construct single-and double-scattering subpaths in anisotropically-scattering media. We demonstrate the benefit of our new sampling techniques, integrating them into several path-based rendering algorithms such as path tracing, bidirectional path tracing, and many-light methods. We also use our sampling routines to generalize deterministic shadow connections to connection subpaths consisting of two or three random decisions, to efficiently simulate higher-order multiple scattering. Our algorithms significantly reduce noise and increase performance in renderings with both isotropic and highly anisotropic, low-order scattering.