Direct lighting calculation is an essential part of photorealistic rendering. Standard importance sampling techniques converge slowly in scenes where a light source is only visible through small openings as visibility is not considered. This problem is often addressed by manually placing light portals, marking the openings to the light. However, existing portal sampling techniques are not suitable for area lights since the portal is often times larger than the light itself. We present a novel portal sampling technique inspired by shadow volumes, which considers the light geometry to efficiently choose the optimal sampling strategy, depending on the location of the shading point. Our technique is unbiased, robust, applicable to many scenes, ...
Physically-based light transport in heterogeneous volumetric data is computationally expensive becau...
Lighting is essential to generate realistic images using computer graphics. The computation of ligh...
This paper studies the problem of plenoptic sampling in image-based rendering (IBR). From a spectral...
The possibility to use real world light sources (aka luminaires) for synthesizing images greatly con...
The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up...
Monte Carlo integration is a technique that numerically approximates a definite integral using rando...
Figure 1: (Left) A scene with no participating media, media with no shadows, and with imperfect voxe...
International audience(a) (b) (c) Figure 1: High quality shadows produced by our algorithm. The 1024...
Computing direct illumination efficiently is still a problem of major significance in computer graph...
Image-based relighting achieves high quality in rendering, but it requires a large number of measure...
Rendering using physically based methods requires substantial computational resources. Most methods ...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
Abstract—With the evolution of graphics hardware, high quality global illumination becomes available...
An understanding of light and its interaction with matter is essential to produce images. As the mo...
We present a simple and practical algorithm for importance sampling virtual point lights (VPLs) [Kel...
Physically-based light transport in heterogeneous volumetric data is computationally expensive becau...
Lighting is essential to generate realistic images using computer graphics. The computation of ligh...
This paper studies the problem of plenoptic sampling in image-based rendering (IBR). From a spectral...
The possibility to use real world light sources (aka luminaires) for synthesizing images greatly con...
The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up...
Monte Carlo integration is a technique that numerically approximates a definite integral using rando...
Figure 1: (Left) A scene with no participating media, media with no shadows, and with imperfect voxe...
International audience(a) (b) (c) Figure 1: High quality shadows produced by our algorithm. The 1024...
Computing direct illumination efficiently is still a problem of major significance in computer graph...
Image-based relighting achieves high quality in rendering, but it requires a large number of measure...
Rendering using physically based methods requires substantial computational resources. Most methods ...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
Abstract—With the evolution of graphics hardware, high quality global illumination becomes available...
An understanding of light and its interaction with matter is essential to produce images. As the mo...
We present a simple and practical algorithm for importance sampling virtual point lights (VPLs) [Kel...
Physically-based light transport in heterogeneous volumetric data is computationally expensive becau...
Lighting is essential to generate realistic images using computer graphics. The computation of ligh...
This paper studies the problem of plenoptic sampling in image-based rendering (IBR). From a spectral...