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.read more
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
Bruce Walter,Sebastian Fernandez,Adam Arbree,Kavita Bala,Michael Donikian,Donald P. Greenberg +5 more
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.