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.
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.
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.
In this paper, we present a new real-time algorithm for computing volumetric shadows in single-scattering media on the GPU.
This paper introduces a new error metric for irradiance caching that significantly outperforms the classic Split-Sphere heuristic.
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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