SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A progressive multi-pass method for global illumination
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A global illumination solution for general reflectance distributions
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A framework for the analysis of error in global illumination algorithms
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Vision - An Architecture for Global Illumination Calculations
IEEE Transactions on Visualization and Computer Graphics
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Anisotropic diffusion for Monte Carlo noise reduction
ACM Transactions on Graphics (TOG)
Transparent distributed processing for rendering
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2004 Papers
Selective component-based rendering
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Selective rendering: computing only what you see
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Advanced global illumination using photon mapping
ACM SIGGRAPH 2008 classes
Accelerating the irradiance cache through parallel component-based rendering
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Time-constrained high-fidelity rendering on local desktop grids
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
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A whole variety of different techniques for simulating global illumination in virtual environments have been developed over recent years. Each technique, including radiosity, Monte-Carlo ray- or photon-tracing, and directional-dependent radiance computations, is best suited for simulating only some special case environments. None of these techniques is currently able to efficiently simulate all important lighting effects in nontrivial scenes. In this paper, we describe a new approach for efficiently combining different global illumination algorithms to yield a composite lighting simulation: Lighting Networks. Lighting Networks can exploit the advantages of each algorithm and combine them in such a way as to simulate lighting effects that could only be computed at great cost by any single algorithm. Furthermore, this approach allows a user to configure the Lighting Network to compute only specific lighting effects that are important for a given task, while avoiding a costly simulation of the full global illumination in a scene.