The main problem in computer graphics is to solve the global illumination problem, which is given by a Fredholm integral equation of the second kind, called the radiance equation (REQ). In order to achieve realistic images, a very complex kernel of the integral equation, modelling all physical effects of light, must be considered. Due to this complexity Monte Carlo methods seem to be an appropriate approach to solve the REQ approximately. We show that replacing Monte Carlo by quasi-Monte Carlo in some steps of the algorithm results in a faster convergence
author of this thesis. This is a true copy of the thesis, including any required final revisions, as...
The objective of this thesis is the development of algorithms for the simulation of the light transp...
The simulation of global illumination is one of the most fundamental problems in computer graphics, ...
The main problem in computer graphics is to solve the global illumination problem, which is given by...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
The problem of global illumination in computer graphics is described by a second kind Fredholm integ...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
In this article, we consider local estimations of the Monte Carlo method for solving the equation of...
We present a fundamental procedure for instant rendering from the radiance equation. Operating direc...
Abstract: Monte Carlo methods are used traditionally for forward and backward ray tracing ...
This article discusses mathematical foundations of local estimations of the Monte Carlo method. The ...
: We propose a method for solving the global illumination problem with no restrictive assumptions co...
In the particle model, light is assumed to be composed of photons originating at the light sources a...
The objective of this thesis is the development of algorithms for the simulation of the light transp...
The objective of this thesis is the development of algorithms for the simulation of the light transp...
author of this thesis. This is a true copy of the thesis, including any required final revisions, as...
The objective of this thesis is the development of algorithms for the simulation of the light transp...
The simulation of global illumination is one of the most fundamental problems in computer graphics, ...
The main problem in computer graphics is to solve the global illumination problem, which is given by...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
The problem of global illumination in computer graphics is described by a second kind Fredholm integ...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
In this article, we consider local estimations of the Monte Carlo method for solving the equation of...
We present a fundamental procedure for instant rendering from the radiance equation. Operating direc...
Abstract: Monte Carlo methods are used traditionally for forward and backward ray tracing ...
This article discusses mathematical foundations of local estimations of the Monte Carlo method. The ...
: We propose a method for solving the global illumination problem with no restrictive assumptions co...
In the particle model, light is assumed to be composed of photons originating at the light sources a...
The objective of this thesis is the development of algorithms for the simulation of the light transp...
The objective of this thesis is the development of algorithms for the simulation of the light transp...
author of this thesis. This is a true copy of the thesis, including any required final revisions, as...
The objective of this thesis is the development of algorithms for the simulation of the light transp...
The simulation of global illumination is one of the most fundamental problems in computer graphics, ...