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Monte Carlo Techniques for Direct Lighting Calculations
- ACM Transactions on Graphics
, 1996
"... In a distribution ray tracer, the crucial part of the direct lighting calculation is the sampling strategy for shadow ray testing. Monte Carlo integration with importance sampling is used to carry out this calculation. Importance sampling involves the design of integrand-specific probability density ..."
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Cited by 81 (8 self)
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In a distribution ray tracer, the crucial part of the direct lighting calculation is the sampling strategy for shadow ray testing. Monte Carlo integration with importance sampling is used to carry out this calculation. Importance sampling involves the design of integrand-specific probability density functions which are used to generate sample points for the numerical quadrature. Probability density functions are presented that aid in the direct lighting calculation from luminaires of various simple shapes. A method for defining a probability density function over a set of luminaires is presented that allows the direct lighting calculation to be carried out with one sample, regardless of the number of luminaires. CR Categories and Subject Descriptors: G.1.4 [Mathematical Computing]: Quadrature and Numerical Differentiation; I.3.0 [Computer Graphics]: General; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism. Additional Key Words and Phrases: direct lighting, importanc...
Radioptimization - Goal Based Rendering
- In Computer Graphics Proceedings, Annual Conference Series
, 1993
"... This paper presents a method for designing the illumination in an environment using optimization techniques applied to a radiosity based image synthesis system. An optimization of lighting parameters is performed based on user specified constraints and objectives for the illumination of the envir ..."
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Cited by 39 (0 self)
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This paper presents a method for designing the illumination in an environment using optimization techniques applied to a radiosity based image synthesis system. An optimization of lighting parameters is performed based on user specified constraints and objectives for the illumination of the environment. The system solves for the "best" possible settings for: light source emissivities, element reflectivities, and spot light directionality parameters so that the design goals, suchastominimize energy or to give the the room an impression of privacy, are met. The system absorbs much of the burden for searching the design space allowing the user to focus on the goals of the illumination design rather than the intricate details of a complete lighting specification. A software implementation is described and some results of using the system are reported.
Distribution ray tracing: Theory and practice
- In Proceedings of the Third Eurographics Workshop on Rendering
, 1992
"... Distribution ray tracing uses Monte Carlo integration to solve the rendering equation. This technique was introduced by Cook et. al, and was notable because of its simplicity and its ability to simulate areal luminaires, camera lens e ects, motion blur, and imperfect specular re ection[5]. Distribut ..."
Abstract
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Cited by 23 (3 self)
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Distribution ray tracing uses Monte Carlo integration to solve the rendering equation. This technique was introduced by Cook et. al, and was notable because of its simplicity and its ability to simulate areal luminaires, camera lens e ects, motion blur, and imperfect specular re ection[5]. Distribution
Rendering, Complexity, and Perception
- In Proceedings of 5th Eurographics Rendering Workshop
, 1994
"... this paper, we propose a rendering system that is designed around these two problems. Wedonot claim to have a solution, rather wehave a partial solution made from current technology, and a direction for future development ..."
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Cited by 9 (0 self)
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this paper, we propose a rendering system that is designed around these two problems. Wedonot claim to have a solution, rather wehave a partial solution made from current technology, and a direction for future development
An Image-Space Refinement Criterion for Linear Hierarchical Radiosity
- in Graphics Interface '97
, 1997
"... A Linear Hierarchical Radiosity method using point collocation and triangle meshes is proposed that allows C continuity and performs energy exchange at any level both in the shooter and the receiver; this method leads to an exact representation of the Gouraud shading interpolation that will be us ..."
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Cited by 8 (1 self)
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A Linear Hierarchical Radiosity method using point collocation and triangle meshes is proposed that allows C continuity and performs energy exchange at any level both in the shooter and the receiver; this method leads to an exact representation of the Gouraud shading interpolation that will be used for rendering. A new refinement criterion is presented which tries to improve image quality taking into account: the smoothness of the solution based on pixel intensity values instead of energy ones, and visibility changes along the surfaces for high gradient detection (sharp shadows). In order to perform a efficient refinement a data structure is proposed which isolates every shooter contribution over each receiver and allows to only refine high error interactions.
The Direct Lighting Computation in Global Illumination Methods
, 1993
"... This document addresses several important issues regarding image synthesis for complex scenes. It pays particular attention to the "direct lighting computation", where the brightness of an object that is due to light that comes directly from the source (without reflection) is calculated as in Figure ..."
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Cited by 1 (1 self)
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This document addresses several important issues regarding image synthesis for complex scenes. It pays particular attention to the "direct lighting computation", where the brightness of an object that is due to light that comes directly from the source (without reflection) is calculated as in Figure 1.1. Generating an image involves three major steps. The initial step, scene specification, defines geometry, material, lighting, texture, movement, camera, etc. This step sets up a complete scene in a virtual space. The second step, rendering, produces numerical values for physical quantities that a viewer can sense. This step usually is accomplished by simulating light transport within the scene. The final step, scaling, transforms the rendered image so 1 pixel luminaire film emitted indirect direct Figure 1.1: Direct lighting, indirect lighting and emitted lighting. that it can be displayed on a device such as a cathode ray tube (CRT). This step creates an image on the CRT which gives an impression similar to the rendered image displayed on an ideal CRT with an infinite dynamic range

