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.
In our work, we experiment with motion depiction as a first-class entity within the rendering process.
This paper introduces a new error metric for irradiance caching that significantly outperforms the classic Split-Sphere heuristic.
In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches.
We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results.
This paper designs a quality-aware coding and relaying algorithm for maximization of the overall video quality.
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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