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A rapid hierarchical radiosity algorithm
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Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
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The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
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Non-linear approximation of reflectance functions
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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Reflectance and texture of real-world surfaces
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Illuminating micro geometry based on precomputed visibility
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Efficient Cloth Modeling and Rendering
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EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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Visibility computations are the most time-consuming part of global illumination algorithms. The cost is amplified by the fact that identical or similar information is often recomputed multiple times. In particular, this is the case when multiple images of the same scene need to be generated under varying lighting conditions and/or viewpoints.This article describes a general method of precomputing, storing, and reusing visibility information for light transport in a number of different types of scenes. In particular, it considers general parametric surfaces, triangle meshes without a global parameterization, and participating media. It also reorders the light transport in such a way that the visibility information is accessed in structured memory access patterns.This yields a method well suited for SIMD-style parallelization of the light transport, and can efficiently be implemented both in software and graphics hardware.