Rendering photorealistic images is a costly process which can take up to several days in the case of high quality images. In most cases, the task of sampling the incident radiance function to evaluate the illumination integral is responsible for an important share of the computation time. Therefore, to reach acceptable rendering times, the illumination integral must be evaluated using a limited set of samples. Such a restriction raises the question of how to obtain the most accurate approximation possible with such a limited set of samples. One must thus ensure that sampling produces the high
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
We present an algorithm for determining quadrature rules for computing the direct illumination of pr...
Monte Carlo integration is often used for antialiasing in rendering processes. Due to low sampling ...
Rendering photorealistic images is a costly process which can take up to several days in the case of...
The spherical sampling of the incident radiance function entails a high computational cost. Therefor...
Abstract: Monte Carlo methods are used traditionally for forward and backward ray tracing ...
Computing direct illumination efficiently is still a problem of major significance in computer graph...
Monte Carlo integration is a technique that numerically approximates a definite integral using rando...
Ever since the first three-dimensional computer graphics appeared half a century ago, the goal has b...
This paper proposes optimal quadrature rules over the hemisphere for the shading integral. We levera...
The goal of global illumination is to generate photo-realistic images by taking into account all of ...
The main problem in computer graphics is to solve the global illumination problem, which is given b...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
: We propose a method for solving the global illumination problem with no restrictive assumptions co...
The use of computer graphics has become commonplace in industry, games, films, architectural visuali...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
We present an algorithm for determining quadrature rules for computing the direct illumination of pr...
Monte Carlo integration is often used for antialiasing in rendering processes. Due to low sampling ...
Rendering photorealistic images is a costly process which can take up to several days in the case of...
The spherical sampling of the incident radiance function entails a high computational cost. Therefor...
Abstract: Monte Carlo methods are used traditionally for forward and backward ray tracing ...
Computing direct illumination efficiently is still a problem of major significance in computer graph...
Monte Carlo integration is a technique that numerically approximates a definite integral using rando...
Ever since the first three-dimensional computer graphics appeared half a century ago, the goal has b...
This paper proposes optimal quadrature rules over the hemisphere for the shading integral. We levera...
The goal of global illumination is to generate photo-realistic images by taking into account all of ...
The main problem in computer graphics is to solve the global illumination problem, which is given b...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
: We propose a method for solving the global illumination problem with no restrictive assumptions co...
The use of computer graphics has become commonplace in industry, games, films, architectural visuali...
The radiance equation, which describes the global illumination problem in computer graphics, is a hi...
We present an algorithm for determining quadrature rules for computing the direct illumination of pr...
Monte Carlo integration is often used for antialiasing in rendering processes. Due to low sampling ...