Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th 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 progressive multi-pass method for global illumination
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Reflection vector shading hardware
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The visible differences predictor: an algorithm for the assessment of image fidelity
Digital images and human vision
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Cost prediction in ray tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A perceptually based adaptive sampling algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Rendering with radiance: the art and science of lighting visualization
Rendering with radiance: the art and science of lighting visualization
A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Parallelization of radiance for real time interactive lighting visualization walkthroughs
SC '99 Proceedings of the 1999 ACM/IEEE conference on Supercomputing
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Realistic visualisation of the Pompeii frescoes
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Practical Parallel Rendering
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Selective quality rendering by exploiting human inattentional blindness: looking but not seeing
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Comparing Real & Synthetic Scenes using Human Judgements of Lightness
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
High fidelity reconstruction of the ancient Egyptian temple of Kalabsha
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
The influence of sound effects on the perceived smoothness of rendered animations
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Visual attention for efficient high-fidelity graphics
Proceedings of the 21st spring conference on Computer graphics
Auditory bias of visual attention for perceptually-guided selective rendering of animations
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
A GPU based saliency map for high-fidelity selective rendering
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Cost prediction for global illumination using a fast rasterised scene preview
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Analytic Antialiasing for Selective High Fidelity Rendering
SIBGRAPI '05 Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing
Realtime caustics using distributed photon mapping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Participating media for high-fidelity cultural heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Accelerating the irradiance cache through parallel component-based rendering
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
High-fidelity rendering of animations on the grid: a case study
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
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Physically-based computer graphics offers the potential of achieving high-fidelity virtual environments in which the propagation of light in real environments is accurately simulated. However, such global illumination computations for even simple scenes may take many seconds and even longer to render a single frame, currently precluding their use in any interactive virtual environment, which requires many frames per second. Parallel processing is one solution, but it simply may not be feasible to have sufficient processors available. Furthermore, even if a suitably sized cluster is present, the overheads associated with parallel rendering may begin to dominate restricting the parallel solution to a subset of the cluster. The human visual system (HVS) provides us with our visual sensory input, but while the HVS is good, it is not perfect. If we wish to invoke, in a virtual environment, the same perceptual response in viewers as if they were actually there in the real scene, then only those parts of an environment that are actually attended to by a viewer at any point of time need be calculated at the highest quality. The remainder of the image can be calculated at a much lower quality, and with much less computational expense, without the user being aware of this quality difference. This paper presents a rendering framework which exploits parallel processing and knowledge of the human visual system to provide a means of rendering high-fidelity virtual environments.