We present a framework for progressive and interactive rendering with soft shadows and indirect illumination of a triangulated scene. Our method is a multi-pass algorithm that separates the rendering of each main component of radiance in order to update the image as fast as new samples are computed. Those radiance samples are computed at the vertices of multiple recursively subdivided meshes, allowing fast hardware interpolation between the samples. These radiance samples are computed using irradiance values cached in multiple meshes. These meshes separate the direct irradiance from each light source and the indirect one. Using multiplemeshes gives us the ability to better reuse samples and to better adapt the sampling density than if...
This paper describes an algorithm for simulating soft shadows at interactive rates using graphics ha...
Figure 1: The left image shows a scene with two dragons (280k faces each), where light position, sha...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
International audienceWe present a framework for progressive and interactive rendering with soft sha...
This paper presents an interactive renderer that computes direct illumination in dynamic scenes with...
We present a novel method for fast high-quality computation of glossy global illumination in animate...
Figure 1: Three volumes with enlarged areas rendered with Irradiance Caching (left half) and normal ...
International audienceIn the context of realistic image synthesis, many stochastic methods have been...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by pr...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Figure 1: Our algorithm computes soft shadows in real-time (left) by replacing the occluders with a ...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
This paper describes an algorithm for simulating soft shadows at interactive rates using graphics ha...
Figure 1: The left image shows a scene with two dragons (280k faces each), where light position, sha...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
International audienceWe present a framework for progressive and interactive rendering with soft sha...
This paper presents an interactive renderer that computes direct illumination in dynamic scenes with...
We present a novel method for fast high-quality computation of glossy global illumination in animate...
Figure 1: Three volumes with enlarged areas rendered with Irradiance Caching (left half) and normal ...
International audienceIn the context of realistic image synthesis, many stochastic methods have been...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by pr...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Figure 1: Our algorithm computes soft shadows in real-time (left) by replacing the occluders with a ...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
This paper describes an algorithm for simulating soft shadows at interactive rates using graphics ha...
Figure 1: The left image shows a scene with two dragons (280k faces each), where light position, sha...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...