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Book ChapterDOI

Adaptive Shadow Testing for Ray Tracing

Gregory J. Ward
- pp 11-20
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TLDR
This work presents a simple technique for improving the efficiency of ray tracing in scenes with many light sources, which requires very littie storage, and produces no visible artifacts.
Abstract
We present a simple technique for improving the efficiency of ray tracing in scenes with many light sources. The sources are sorted according to their potential contribution, and only those sources whose shadows are above a specified threshold are tested. The remainder are added into the result in proportion to a statistical estimate of their visibility. The algorithm requires very littie storage, and produces no visible artifacts.

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Citations
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Proceedings ArticleDOI

The RADIANCE lighting simulation and rendering system

TL;DR: A physically-based rendering system tailored to the demands of lighting design and architecture using a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions.
Journal ArticleDOI

Lightcuts: a scalable approach to illumination

TL;DR: This work shows how a group of lights can be cheaply approximated while bounding the maximum approximation error, and introduces reconstruction cuts that exploit spatial coherence to accelerate the generation of anti-aliased images with complex illumination.
Journal ArticleDOI

Monte Carlo techniques for direct lighting calculations

TL;DR: A method for defining a probability density function over a set of Luminaires is presented that allows the direct lighting calculation to be carried out with a number of sample points that is independent of the number of luminaires.
Proceedings ArticleDOI

Interactive global illumination using fast ray tracing

TL;DR: A new parallel global illumination algorithm is presented that perfectly scales, has minimal preprocessing and communication overhead, applies highly efficient sampling techniques based on randomized quasi-Monte Carlo integration, and benefits from a fast parallel ray tracing implementation by shooting coherent groups of rays.
Proceedings ArticleDOI

Structured importance sampling of environment maps

TL;DR: This work introduces structured importance sampling, a new technique for efficiently rendering scenes illuminated by distant natural illumination given in an environment map, and presents a novel hierarchical stratification algorithm that uses the authors' metric to automatically stratify the environment map into regular strata.
References
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Journal ArticleDOI

The rendering equation

TL;DR: An integral equation is presented which generalizes a variety of known rendering algorithms and a new form of variance reduction, called Hierarchical sampling, which may be an efficient new technique for a wide variety of monte carlo procedures.
Book

An improved illumination model for shaded display

TL;DR: In this article, a tree of "rays" extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources is used to calculate the intensity of the light received by the viewer.
Journal ArticleDOI

An improved illumination model for shaded display

TL;DR: Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction, as well as the effects simulated by conventional shaders.
Journal ArticleDOI

Space subdivision for fast ray tracing

TL;DR: In this article, an octree-based algorithm is proposed to reduce the number of time-consuming object-ray intersection calculations by associating a given voxel with only those objects whose surfaces pass through the volume of the Voxel, which makes possible the ray tracing of complex scenes by medium-scale and small-scale computers.
Proceedings ArticleDOI

A ray tracing solution for diffuse interreflection

TL;DR: A Monte Carlo technique computes the indirect contributions to illuminance at locations chosen by the rendering process, which speeds the process and provides a natural limit to recursion.