Compilers: principles, techniques, and tools
Compilers: principles, techniques, and tools
ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A Software Testbed for the Development of 3D Raster Graphics Systems
ACM Transactions on Graphics (TOG)
An improved illumination model for shaded display
Communications of the ACM
Raster-scan hidden surface algorithm techniques
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Theory and Practice of Compiler Writing
Theory and Practice of Compiler Writing
UgRay: An Efficient Ray-Tracing Renderer for UniGrafix
UgRay: An Efficient Ray-Tracing Renderer for UniGrafix
Rendering CSG models with a ZZ-buffer
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Scalable parallel volume raycasting for nonrectilinear computational grids
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
ACM Transactions on Graphics (TOG)
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical view-dependent structures for interactive scene manipulation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Environment matting and compositing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Radiance interpolants for accelerated bounded-error ray tracing
ACM Transactions on Graphics (TOG)
A fast relighting engine for interactive cinematic lighting design
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Theory and application of specular path perturbation
ACM Transactions on Graphics (TOG)
Maximum entropy light source placement
Proceedings of the conference on Visualization '02
IEEE Computer Graphics and Applications
Interactive Design of Complex Time-Dependent Lighting
IEEE Computer Graphics and Applications
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
On-the-Fly Texture Computation for Real-Time Surface Shading
IEEE Computer Graphics and Applications
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
Precomputed local radiance transfer for real-time lighting design
ACM SIGGRAPH 2005 Papers
Direct-to-indirect transfer for cinematic relighting
ACM SIGGRAPH 2006 Papers
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
A precomputed polynomial representation for interactive BRDF editing with global illumination
ACM Transactions on Graphics (TOG)
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Interactive ray-traced scene editing using ray segment trees
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Interactive albedo editing in path-traced volumetric materials
ACM Transactions on Graphics (TOG)
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The construction and refinement of a computer graphics scene is unacceptably slow when using ray tracing. We introduce a new technique to speed up the generation of successive ray traced images when the geometry of the scene remains constant and only the light source intensities and the surface properties need to be adjusted. When the scene is first ray traced, an expression parameterized in the color of all lights and the surface property coefficients of all objects is calculated and stored for each pixel. Redisplaying a scene with a new set of lights and colors then consists of substituting values for the corresponding parameters and re-evaluating the expressions for the pixels. This parameter updating and redisplay takes only a few seconds, as compared to the many minutes or hours required to ray trace the entire scene again, but it uses much more memory and disk space. With suitable expression sharing, however, these storage needs can be reduced to an acceptable level.