In Monte-Carlo photon-tracing methods energy-carrying particles are traced in an environment to generate hit points on object surfaces for simulating global illumination. The surface illumination can be reconstructed from particle hit points by solving a density estimation problem using an orthogonal series. The appropriate number of terms of an orthogonal series used for approximating surface illumination depends on the numbers of hit points (i.e. the number of samples) as well as illumination discontinuity (i.e. shadow boundaries) on a surface. Existing photon-tracing methods based on orthogonal series density estimation use a pre-specified or fixed number m of terms of an orthogonal series; this results in undesirable visual artifacts, i...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
International audienceIn this paper, we present a new image based method for computing efficiently g...
All global illumination algorithms are based on rendering equation. The rendering equation is solved...
In Monte-Carlo photon-tracing methods energy-carrying particles are traced in an environment to gene...
In this thesis we present the density estimation framework for computing view-independent global il...
Standard density estimation approaches suffer from visible bias due to low-pass filtering of the lig...
This paper presents a new approach to generate view-independent global illumination solution using k...
We present a new Monte Carlo method for solving the global illumination problem in environments with...
This paper presents the density estimation framework for generating view�independent global illumina...
We present a novel framework for efficiently computing the indirect illumination in diffuse and mode...
International audienceSince the beginning of image synthesis, much research have been done on global...
Figure 1: Underwater view of a swimming pool. Image (a) rendered using regular photon mapping and (b...
This paper presents a multi-computer, parallel version of the recently-proposed "Density Estima...
This dissertation introduces a new light transport simulation framework that significantly expands a...
. This paper is concerned with the efficient reconstruction of illumination from area luminaires. We...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
International audienceIn this paper, we present a new image based method for computing efficiently g...
All global illumination algorithms are based on rendering equation. The rendering equation is solved...
In Monte-Carlo photon-tracing methods energy-carrying particles are traced in an environment to gene...
In this thesis we present the density estimation framework for computing view-independent global il...
Standard density estimation approaches suffer from visible bias due to low-pass filtering of the lig...
This paper presents a new approach to generate view-independent global illumination solution using k...
We present a new Monte Carlo method for solving the global illumination problem in environments with...
This paper presents the density estimation framework for generating view�independent global illumina...
We present a novel framework for efficiently computing the indirect illumination in diffuse and mode...
International audienceSince the beginning of image synthesis, much research have been done on global...
Figure 1: Underwater view of a swimming pool. Image (a) rendered using regular photon mapping and (b...
This paper presents a multi-computer, parallel version of the recently-proposed "Density Estima...
This dissertation introduces a new light transport simulation framework that significantly expands a...
. This paper is concerned with the efficient reconstruction of illumination from area luminaires. We...
In recent years a number of techniques have been developed for rendering volume effects (haze, fog, ...
International audienceIn this paper, we present a new image based method for computing efficiently g...
All global illumination algorithms are based on rendering equation. The rendering equation is solved...