Adjoint equations and random walks for illumination computation
ACM Transactions on Graphics (TOG)
Proceedings of the 24th 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
Accelerating path tracing by re-using paths
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Hi-index | 0.00 |
The classical virtual light sources algorithm enables us to reuse complete shooting paths at the cost of a single shadow ray per pixel, thus it can solve the rendering equation efficiently. This paper proposes two techniques to speed up this algorithm. Since the tracing of the shadow rays is rather computation-intensive, it seems to be reasonable to trace them only where it is necessary. Firstly, the proposed method evaluates the contribution of the virtual sources without taking care of the visibility factor. Then, for each of these partially evaluated samples, we only complete the evaluation (by tracing the shadow ray), if the sample can have a significant effect on the result. Since the contributions can be computed independently of the visibility tests, we can utilize the computing power of the graphics card to increase performance. Namely, we shall discuss how the partially evaluated samples can be obtained quickly by the graphics card without increasing the load of the CPU.