Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Analytic methods for simulated light transport
Analytic methods for simulated light transport
Advanced Global Illumination
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Accelerating shadow rays using volumetric occluders and modified kd-tree traversal
Proceedings of the Conference on High Performance Graphics 2009
Real-Time Shadows
A theory of monte carlo visibility sampling
ACM Transactions on Graphics (TOG)
The Light Buffer: A Shadow-Testing Accelerator
IEEE Computer Graphics and Applications
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The efficient evaluation of visibility in a three-dimensional scene is a longstanding problem in computer graphics. Visibility evaluations come in many different forms: figuring out what object is visible in a pixel; determining whether a point is visible to a light source; or evaluating the mutual visibility between 2 surface points. This paper provides a new, experimental view on visibility, based on a probabilistic evaluation of the visibility function. Instead of checking the visibility against all possible intervening geometry, the visibility between 2 points is now evaluated by testing only a random subset of objects. The result is not a Boolean value that is either 0 or 1, but a numerical value that can even be negative. Because we use the visibility evaluation as part of the integrand in illumination computations, the probabilistic evaluation of visibility becomes part of the Monte Carlo procedure of estimating the illumination integral, and results in an unbiased computation of illumination values in the scene. Moreover, the number of intersections tests for any given ray is decreased, since only a random selection of geometric primitives is tested. Although probabilistic visibility is an experimental and new idea, we present a practical algorithm for direct illumination that uses the probabilistic nature of visibility evaluations.