The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering participating media with bidirectional path tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Proceedings of the conference on Visualization '01
Scalable photon splatting for global illumination
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive Rendering of Globally Illuminated Glossy Scenes
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Global Illumination Techniques for the Simulation of Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Hardware-Accelerated Adaptive EWA Volume Splatting
VIS '04 Proceedings of the conference on Visualization '04
The beam radiance estimate for volumetric photon mapping
ACM SIGGRAPH 2008 classes
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Fast global illumination for interactive volume visualization
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Rendering scenes with participating media based on RBFs for photon mapping using graphics hardware
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Since the beginning of image synthesis, much research have been done on global illumination simulation. However, simulation in participating media is still an open problem as far as computing time is concerned. Recently some methods, like Photon Mapping, proposed an optimization of the resolution of global illumination in participating media. Nevertheless, the computing costs of these methods remain very expensive.In this paper, we present a method which takes advantage of density estimation to efficiently reconstruct volume irradiance from the photon map. Our idea is to separate the computation of emission, absorption and out-scattering from the computation of in-scattering. Then we use a dual approach of density estimation to optimize this last part as it is the most computational expensive. Our method extends Photon Splatting, which optimizes the computation time of Photon Mapping for surface rendering, to participating media, and then considerably reduce participating media rendering times. Even though our method is faster than Photon Mapping for equal quality, we also propose a GPU based optimization of our algorithm.