A radiosity method for non-diffuse environments
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Antialiased ray tracing by adaptive progressive refinement
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
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A progressive multi-pass method for global illumination
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A global illumination solution for general reflectance distributions
Proceedings of the 18th 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 hierarchical illumination algorithm for surfaces with glossy reflection
SIGGRAPH '93 Proceedings of the 20th 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
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
Global illumination using local linear density estimation
ACM Transactions on Graphics (TOG)
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
Efficient glossy global illumination with interactive viewing
Proceedings of the 1999 conference on Graphics interface '99
Controlling memory consumption of hierarchical radiosity with clustering
Proceedings of the 1999 conference on Graphics interface '99
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
A Hierarchcal Subdivision Algorithm for Stochastic Radiosity
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Fast Global Illumination Including Specular Effects
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Thrifty Final Gather for Radiosity
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Robust monte carlo methods for light transport simulation
Robust monte carlo methods for light transport simulation
Density estimation techniques for global illumination
Density estimation techniques for global illumination
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
A ray tracing solution for diffuse interreflection
ACM SIGGRAPH 2007 courses
Radiance caching for efficient global illumination computation
ACM SIGGRAPH 2008 classes
ACM SIGGRAPH 2008 classes
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In the past twenty years, many algorithms have been proposed to compute global illumination in synthetic scenes. Typically, such approaches can deal with specific lighting configurations, but often have difficulties with others. In this article, we present a final reconstruction step for a novel unified approach to global illumination that automatically detects different types of light transfer and uses the appropriate method in a closely-integrated manner. With our approach, we can deal with difficult lighting configurations such as indirect nondiffuse illumination. The first step of this algorithm consists in a view-independent solution based on hierarchical radiosity with clustering, integrated with particle tracing. This first pass results in solutions containing directional effects such as caustics, which can be interactively rendered. The second step consists of a view-dependent final reconstruction that uses all existing information to compute higher quality, ray-traced images.