Monte Carlo techniques for direct lighting calculations
ACM Transactions on Graphics (TOG)
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Thrifty Final Gather for Radiosity
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Interactive ray-traced scene editing using ray segment trees
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Accurate Direct Illumination Using Iterative Adaptive Sampling
IEEE Transactions on Visualization and Computer Graphics
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Table-driven adaptive importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Exploiting visibility correlation in direct illumination
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
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Computing high-quality direct illumination in scenes with many lights is an open area of research. This paper presents a world-space caching mechanism called local illumination environments that enables interactive direct illumination in complex scenes on a cluster of off-the-shelf PCs.A local illumination environment (LIE) caches geometric and radiometric information related to direct illumination. A LIE is associated with every octree cell constructed over the scene. Each LIE stores a set of visible lights, with associated occluders (if they exist). LIEs are effective at accelerating direct illumination because they both eliminate shadow rays for fully visible and fully occluded regions of the scene, and decrease the cost of shadow rays in other regions. Shadow ray computation for the partially occluded regions is accelerated using the cached potential occluders. One important implication of storing occluders is that rendering is accelerated while producing accurate hard and soft shadows. This paper also describes a simple perceptual metric based on Weber's law that further improves the effectiveness of LIEs in the fully visible and partially occluded regions.LIE construction is view-driven, continuously refined, and asynchronous with the shading process. In complex scenes of hundreds of thousands of polygons with up to a hundred lights, the LIEs improve rendering performance by 10× to 30× over a traditional ray tracer.