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
A general two-pass method integrating specular and diffuse reflection
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A ray tracing method for illumination calculation in diffuse-specular scenes
Proceedings on Graphics interface '90
A progressive multi-pass method for global illumination
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
A two-pass physics-based global lighting model
Proceedings of the conference on Graphics interface '92
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
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Fast Global Illumination Including Specular Effects
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
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The global illumination or transport problems can be considered as a sequence of integrals, while their Monte-Carlo solutions - as different sampling techniques. Multiple importance sampling takes advantage of different sampling strategies, and combines the results obtained with them to establish a quasi-optimal sampling for Monte-Carlo quadratures. This offers a combination of totally different global illumination algorithms which preserves their strengths. However, implementation of this general concept poses two problems. The solution of the global illumination problem does not contain a single integral, but a sequence of integrals that are approximated simultaneously. One objective of this paper is to generalize the fundamental theory of multiple importance sampling to sequences of integrals. The cost of the computation and the contribution of a single integral to the final result vary. On the other hand, different methods compute a sample with different computational burdens, which should also be taken into account. This paper attacks this problem and introduces the concept of computational cost in multiple importance sampling. The theoretical results are used to combine bi-directional path tracing and ray-bundle based stochastic iteration. We conclude that the combined method preserves the high initial speed of stochastic iteration, but can also accurately compute the specular light paths through bi-directional path tracing.