Abstract: The accuracy of physically based lighting simulation and realistic rendering is considered in the paper. One of the main global illumination simulation methods is forward Monte Carlo ray tracing. The analysis of global illumination simulation errors (discretization and stochastic ones) is presented. The quality of rendering is determined mainly by stochastic error. Also the issue of prediction of calculation time necessary to obtain requested simulation accuracy is discussed and practical approach to solve the issue is suggested. The prediction mechanism with rich user interface and criteria for simulation process termination is presented.Note: Research direction:Programming, parallel computing, multimedi
Thesis examines the current research and development in the field of real-time global illumination. ...
Abstract. Since the beginning of computer graphics, one of the primary goals has been to create conv...
This paper proposes a new methodology for measuring the error of unbiased physically based rendering...
Abstract: Monte Carlo methods are used traditionally for forward and backward ray tracing ...
Interactive graphics has been limited to simple direct illumination that commonly results in an arti...
In the particle model, light is assumed to be composed of photons originating at the light sources a...
Computing global illumination (GI) in virtual scenes becomes increasingly attractive even for real-t...
Figure 1: Scene with complete global illumination computed at 1 fps (640 × 480 on 16 dual-AthlonMP 1...
Realistic image generation is presented in a theoretical formulation that builds from previous work ...
The simulation of global illumination is one of the most fundamental problems in computer graphics, ...
A novel view-independent technique for progressive global illumination computations has been develop...
International audienceThis paper surveys global illumination algorithms for environments including p...
Error control is important in a large number of applications of radiative transfer simulation. It al...
We investigate applications of the Visible Difference Predictor (VDP) to steer global illumination c...
The aim of realistic image synthesis is to produce high fidelity im-ages that authentically represen...
Thesis examines the current research and development in the field of real-time global illumination. ...
Abstract. Since the beginning of computer graphics, one of the primary goals has been to create conv...
This paper proposes a new methodology for measuring the error of unbiased physically based rendering...
Abstract: Monte Carlo methods are used traditionally for forward and backward ray tracing ...
Interactive graphics has been limited to simple direct illumination that commonly results in an arti...
In the particle model, light is assumed to be composed of photons originating at the light sources a...
Computing global illumination (GI) in virtual scenes becomes increasingly attractive even for real-t...
Figure 1: Scene with complete global illumination computed at 1 fps (640 × 480 on 16 dual-AthlonMP 1...
Realistic image generation is presented in a theoretical formulation that builds from previous work ...
The simulation of global illumination is one of the most fundamental problems in computer graphics, ...
A novel view-independent technique for progressive global illumination computations has been develop...
International audienceThis paper surveys global illumination algorithms for environments including p...
Error control is important in a large number of applications of radiative transfer simulation. It al...
We investigate applications of the Visible Difference Predictor (VDP) to steer global illumination c...
The aim of realistic image synthesis is to produce high fidelity im-ages that authentically represen...
Thesis examines the current research and development in the field of real-time global illumination. ...
Abstract. Since the beginning of computer graphics, one of the primary goals has been to create conv...
This paper proposes a new methodology for measuring the error of unbiased physically based rendering...