The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Spectrally optimal sampling for distribution ray tracing
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficient simulation of light transport in scenes with participating media using photon maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A two-and-a-half-D motion-blur algorithm
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Perception-guided global illumination solution for animation rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Accelerating path tracing by re-using paths
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Metropolis Light Transport for Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Temporal anti-aliasing in computer generated animation
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
An analytic visible surface algorithm for independent pixel processing
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An efficient spatio-temporal architecture for animation rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Exploiting Temporal Coherence in Final Gathering for Dynamic Scenes
CGI '04 Proceedings of the Computer Graphics International
Efficient BRDF importance sampling using a factored representation
ACM SIGGRAPH 2004 Papers
A practical analytic single scattering model for real time rendering
ACM SIGGRAPH 2005 Papers
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Wavelet importance sampling: efficiently evaluating products of complex functions
ACM SIGGRAPH 2005 Papers
Energy redistribution path tracing
ACM SIGGRAPH 2005 Papers
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Adaptive numerical cumulative distribution functions for efficient importance sampling
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Importance resampling for global illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Bidirectional importance sampling for direct illumination
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Perceptually based tone mapping of high dynamic range image streams
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Matrix row-column sampling for the many-light problem
ACM SIGGRAPH 2007 papers
Multidimensional adaptive sampling and reconstruction for ray tracing
ACM SIGGRAPH 2008 papers
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Perception of complex aggregates
ACM SIGGRAPH 2008 papers
Fast, realistic lighting and material design using nonlinear cut approximation
ACM SIGGRAPH Asia 2008 papers
ACM Transactions on Graphics (TOG)
Frequency analysis and sheared reconstruction for rendering motion blur
ACM SIGGRAPH 2009 papers
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Efficient affinity-based edit propagation using K-D tree
ACM SIGGRAPH Asia 2009 papers
All-frequency rendering of dynamic, spatially-varying reflectance
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH Asia 2009 papers
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
Virtual spherical lights for many-light rendering of glossy scenes
ACM SIGGRAPH Asia 2009 papers
Effects of global illumination approximations on material appearance
ACM SIGGRAPH 2010 papers
Combining global and local virtual lights for detailed glossy illumination
ACM SIGGRAPH Asia 2010 papers
A comprehensive theory of volumetric radiance estimation using photon points and beams
ACM Transactions on Graphics (TOG)
Direct illumination for many area lights
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Technical Section: Importance sampling for volumetric illumination of flames
Computers and Graphics
LightSlice: matrix slice sampling for the many-lights problem
Proceedings of the 2011 SIGGRAPH Asia Conference
On filtering the noise from the random parameters in Monte Carlo rendering
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Importance Caching for Complex Illumination
Computer Graphics Forum
State of the art in photon density estimation
ACM SIGGRAPH 2012 Courses
Light transport simulation with vertex connection and merging
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Tensor clustering for rendering many-light animations
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Table-driven adaptive importance sampling
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
Progressive expectation-maximization for hierarchical volumetric photon mapping
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Spatial directional radiance caching
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
An optimizing compiler for automatic shader bounding
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media
Computer Graphics Forum
5D Covariance tracing for efficient defocus and motion blur
ACM Transactions on Graphics (TOG)
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
A practical algorithm for rendering interreflections with all-frequency BRDFs
ACM Transactions on Graphics (TOG)
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Multidimensional lightcuts is a new scalable method for efficiently rendering rich visual effects such as motion blur, participating media, depth of field, and spatial anti-aliasing in complex scenes. It introduces a flexible, general rendering framework that unifies the handling of such effects by discretizing the integrals into large sets of gather and light points and adaptively approximating the sum of all possible gather-light pair interactions.We create an implicit hierarchy, the product graph, over the gather-light pairs to rapidly and accurately approximate the contribution from hundreds of millions of pairs per pixel while only evaluating a tiny fraction (e.g., 200--1,000). We build upon the techniques of the prior Lightcuts method for complex illumination at a point, however, by considering the complete pixel integrals, we achieve much greater efficiency and scalability.Our example results demonstrate efficient handling of volume scattering, camera focus, and motion of lights, cameras, and geometry. For example, enabling high quality motion blur with 256x temporal sampling requires only a 6.7x increase in shading cost in a scene with complex moving geometry, materials, and illumination.