This paper proposes a new random walk strategy that minimizes the variance of the estimate using statistical estimations of local and global features of the scene. Based on the local and global properties, the algorithm decides at each point whether a Russian-roulette like random termination is worth performing, or on the contrary, we should split the path into several child paths. In this sense the algorithm is similar to the go-with-the-winners strategy invented in general Monte Carlo context. However, instead of establishing thresholds to make decisions, we compute the number of child paths on a continuous level and show that Russian roulette can be interpreted as a kind of splitting using fractional number of children. The new method is...
This paper presents a novel Monte Carlo strategy for solving the global ilumination problem. The unu...
International audiencePath tracing is now the standard method used to generate realistic imagery in ...
This paper presents a single-pass, view-dependent method to solve the rendering equation, using a st...
This paper proposes a new random walk strategy that minimizes the variance of the estimate using sta...
This paper proposes a new random walk strategy that minimizes the variance of the estimate using sta...
Russian roulette and splitting are widely used techniques to increase the efficiency of Monte Carlo ...
The paper proposes a global illumination method that builds up the light paths progres-sively taking...
The paper proposes a global illumnination method that builds up the light paths progressively taking...
sub-path, and greatly reduces variance, by considering and reusing multiple light sub-paths at once....
Multipass algorithms implement different rendering methods and combine their results. If carefully i...
This paper describes a new acceleration technique for rendering algorithms like path tracing, that u...
Our problem is to randomly sample points from any of a broad class of continuous probability distrib...
Path tracing is a basic, statistically unbiased method for calculating the global illumination in 3D...
Splitting is an universal and potentially very powerful technique for increasing efficiency of simul...
The problem of global illumination in computer graphics is described by a second kind Fredholm integ...
This paper presents a novel Monte Carlo strategy for solving the global ilumination problem. The unu...
International audiencePath tracing is now the standard method used to generate realistic imagery in ...
This paper presents a single-pass, view-dependent method to solve the rendering equation, using a st...
This paper proposes a new random walk strategy that minimizes the variance of the estimate using sta...
This paper proposes a new random walk strategy that minimizes the variance of the estimate using sta...
Russian roulette and splitting are widely used techniques to increase the efficiency of Monte Carlo ...
The paper proposes a global illumination method that builds up the light paths progres-sively taking...
The paper proposes a global illumnination method that builds up the light paths progressively taking...
sub-path, and greatly reduces variance, by considering and reusing multiple light sub-paths at once....
Multipass algorithms implement different rendering methods and combine their results. If carefully i...
This paper describes a new acceleration technique for rendering algorithms like path tracing, that u...
Our problem is to randomly sample points from any of a broad class of continuous probability distrib...
Path tracing is a basic, statistically unbiased method for calculating the global illumination in 3D...
Splitting is an universal and potentially very powerful technique for increasing efficiency of simul...
The problem of global illumination in computer graphics is described by a second kind Fredholm integ...
This paper presents a novel Monte Carlo strategy for solving the global ilumination problem. The unu...
International audiencePath tracing is now the standard method used to generate realistic imagery in ...
This paper presents a single-pass, view-dependent method to solve the rendering equation, using a st...