A Comprehensive Theory of Volumetric Radiance Estimation Using Photon Points and Beams
We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases.
Visibility Silhouettes for Semi-Analytic Spherical Integration
We propose a semi-analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi-analytically integrate visibility-masked spherical functions along the visibility silhouette, instead of over the entire hemisphere.
Virtual Ray Lights for Rendering Scenes with Participating Media
We present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices of random-walk paths, we present a continuous generalization that places virtual ray lights (VRLs) along each path segment in the medium.
Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
In this paper, we present a new real-time algorithm for computing volumetric shadows in single-scattering media on the GPU.
Practical Hessian-Based Error Control for Irradiance Caching
This paper introduces a new error metric for irradiance caching that significantly outperforms the classic Split-Sphere heuristic.
Fabrice Rousselle
Jan Novák
Joint Importance Sampling of Low-Order Volumetric Scattering
We analyze why current incremental construction schemes often lead to high variance in the presence of participating media, and reveal that such approaches are an unnecessary legacy inherited from traditional surface-based rendering algorithms.
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