SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Interactive walk-through using particle tracing
Computer graphics
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
Interactive update of global illumination using a line-space hierarchy
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The multi-frame lighting method: a Monte Carlo based solution for radiosity in dynamic environments
Proceedings of the eurographics workshop on Rendering techniques '96
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Faster photon map global illumination
Journal of Graphics Tools
Radiosity and Global Illumination
Radiosity and Global Illumination
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive global illumination using selective photon tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Transactions on Visualization and Computer Graphics
A Monte Carlo Method for Accelerating the Computation of Animated Radiosity Sequences
CGI '01 Computer Graphics International 2001
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Space-time hierarchical radiosity
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Stochastic glossy global illumination on the GPU
Proceedings of the 21st spring conference on Computer graphics
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This paper proposes a non-diffuse global illumination algorithm that is fast enough to be appropriate for interactive walkthroughs and general animations. To meet the servere performance requirements, we heavily exploit coherence both in time and space, and use randomization to reduce the time and storage complexity. To speed up convergence and to support animation, the approximation of the radiance is stored in object space as well. However, in order to reduce the high memory requirements of such representations and to reduce finite-element artifacts, we use just a random approximation, which fluctuates around the real radiance function. The direction dependent radiance approximation is represented in a compact way, by four random variables per patch. The key of performance is then to make the error, i.e. the variance of this compact approximation as small as possible. In addition to main part separation, we apply a novel sampling scheme inspired by the Metropolis method to achieve this goal. In this algorithm light transfers are computed by both local and global methods using ray bundles and with the support of the graphics hardware. We conclude that both local and global approaches fail to efficiently compute all types of transfers, thus cannot be used alone. However, with the aid of multiple importance sampling, the merits of the two light transfer methods can be combined resulting in an algorithm that is robust and fast enough for animations. On the other hand, ray bundles, especially global ones, can update the illumination quickly when objects move, since they can efficiently identify which light paths became invalid.