Antialiased ray tracing by adaptive progressive refinement
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Unbiased sampling techniques for image synthesis
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Energy preserving non-linear filters
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)
Consequences of stratified sampling in graphics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Direct illumination with lazy visibility evaluation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
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Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Advanced Global Illumination
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ACM SIGGRAPH 2003 Papers
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EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
A Novel Monte Carlo Noise Reduction Operator
IEEE Computer Graphics and Applications
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ACM SIGGRAPH 2005 Papers
Direct illumination for many area lights
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
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EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Exploiting visibility correlation in direct illumination
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Global illumination with radiance regression functions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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This paper introduces a new multipass algorithm for efficiently computing direct illumination in scenes with many lights and complex occlusion. Images are first divided into 8\times 8 pixel blocks and for each point to be shaded within a block, a probability density function (PDF) is constructed over the lights and sampled to estimate illumination using a small number of shadow rays. Information from these samples is then aggregated at both the pixel and block level and used to optimize the PDFs for the next pass. Over multiple passes the PDFs and pixel estimates are updated until convergence. Using aggregation and feedback progressively improves the sampling and automatically exploits both visibility and spatial coherence. We also use novel extensions for efficient antialiasing. Our adaptive multipass approach computes accurate direct illumination eight times faster than prior approaches in tests on several complex scenes.