SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th 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
Monte Carlo techniques for direct lighting calculations
ACM Transactions on Graphics (TOG)
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
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
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient clustering and visibility calculation for global illumination
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Interactive Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Interactive Display of Isosurfaces with Global Illumination
IEEE Transactions on Visualization and Computer Graphics
Accurate Direct Illumination Using Iterative Adaptive Sampling
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2006 Papers
Presence in response to dynamic visual realism: a preliminary report of an experiment study
Proceedings of the ACM symposium on Virtual reality software and technology
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
A ray tracing solution for diffuse interreflection
ACM SIGGRAPH 2007 courses
Radiance cache splatting: a GPU-friendly global illumination algorithm
ACM SIGGRAPH 2008 classes
Visualization of Industrial Structures with Implicit GPU Primitives
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Stream compaction for deferred shading
Proceedings of the Conference on High Performance Graphics 2009
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
I3D '11 Symposium on Interactive 3D Graphics and Games
Importance Caching for Complex Illumination
Computer Graphics Forum
Hemispherical rasterization for self-shadowing of dynamic objects
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Radiance cache splatting: a GPU-friendly global illumination algorithm
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Out of core photon-mapping for large buildings
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Global illumination algorithms have traditionally been very time consuming and were only suitable for off-line computations. Recent research in realtime ray tracing has improved global illumination performance to allow for illumination updates at interactive rates. However, both the traditional off-line and the new interactive systems show significant limitations when dealing with realistically complex scenes containing millions of surfaces, thousands of light sources, and a high degree of occlusion.In this paper, we present an importance sampling technique that has specifically been designed for such environments. Our method maintains a rough estimate of the importance of each light source with respect to the current view using a crude path tracing step. This estimate is then used to focus computations to the most important light sources. In addition to speeding up the computation our approach minimizes the working set of the ray tracer by only touching geometry that is relevant to the current view. This allows us to directly and efficiently render scenes such as entire buildings with many thousand of light sources at interactive rates with full global illumination.