Nonuniform random point sets via warping
Graphics Gems III
Spherical wavelets: efficiently representing functions on the sphere
SIGGRAPH '95 Proceedings of the 22nd 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
Importance-driven stochastic ray radiosity
Proceedings of the eurographics workshop on Rendering techniques '96
Improved Irradance Computation by Importance Sampling
Proceedings of the Eurographics Workshop on Rendering Techniques '97
A Neuro-Evolutionary Unbiased Global Illumination Algorithm
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Density Control for Photon Maps
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Sequential monte carlo integration in low-anisotropy participating media
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Table-driven adaptive importance sampling
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
A Significance Cache for Accelerating Global Illumination
Computer Graphics Forum
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We present a new importance sampling technique for stochastic ray-based global illumination methods. It allows to enhance the efficiency of global illumination calculations in general scenes with complex illumination settings by selecting preferably those sampling or shooting directions which yield a high contribution. The probability density functions for this are generated with a photon map or importance map that represents the expected contribution. An outgoing direction for a given point in the scene is selected by making directional footprints of the nearest neighbor particles onto the hemisphere above the point. By selecting the radii of the footprints adaptively according to the directional density of the particles, rays can be shot precisely into highly contributing regions where several particles come from a small solid angle. We compare our new technique with existing importance sampling techniques in photon map global illumination simulation, and show that our new technique achieves a considerably lower level of noise in the same computation time.