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158
Global Raybundle Tracing with Infinite Number of Rays
 Computers and Graphics
, 1999
"... The paper presents a combined finite element and quasirandom walk method to solve the general rendering equation. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not direction independent (that is nondiffuse) ra ..."
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Cited by 1 (1 self)
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The paper presents a combined finite element and quasirandom walk method to solve the general rendering equation. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not direction independent (that is nondiffuse) radiance. The direction dependent radiance function is then computed by quasirandom walk. Since quasiMonte Carlo quadrature is applied here to an integrand of finite variation, this method can take advantage of the superior convergence of quasiMonte Carlo integration.
Global Raybundle Tracing
, 1998
"... The paper presents a singlepass, viewdependent method to solve the general rendering equation, using a combined finite element and random walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches on which the radiance is assumed to be combined from finite ..."
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Cited by 9 (7 self)
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finite number of unknown directional radiance functions by predefined positional basis functions. The directional radiance functions are then computed by random walk or by stochastic iteration using bundles of parallel rays. To compute the radiance transfer in a single direction, several global
Global Raybundle Tracing with Hardware Acceleration
 IN RENDERING TECHNIQUES '98
, 1998
"... The paper presents a singlepass, viewdependent method to solve the general rendering equation, using a combined finite element and random walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not dir ..."
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Cited by 31 (7 self)
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, but not direction independent radiance. The direction dependent radiance function is then computed by random walk using bundles of parallel rays. In a single step of the walk, the radiance transfer is evaluated exploiting the hardware zbuffer of workstations, making the calculation fast. The proposed method
Global Illumination using Parallel Global RayBundles
"... A fast computation of unbiased global illumination is still an unsolved problem, especially if multiple bounces of light and nondiffuse materials are included. The standard Monte Carlo methods are timeconsuming, because many incoherent rays are shot into the scene, which is hard to parallelize. On ..."
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. On the other hand, GPUs can make the most of their computing power if the problem can be broken down into many parallel, small tasks. Casting global, parallel raybundles into the scene is a way of achieving this parallelism. We exploit modern GPU features to extract all intersection points along each ray
High Performance Graphics (2012) Imperfect RayBundle Tracing for Interactive MultiBounce Global Illumination
"... Introduction A bidirectional sampling method with raybundles [TO12] enables highquality global illumination, but computation time of raybundles depends on the number of sample directions and the number of primitives. This poster proposes an approximate raybundle tracing based on imperfect ..."
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Introduction A bidirectional sampling method with raybundles [TO12] enables highquality global illumination, but computation time of raybundles depends on the number of sample directions and the number of primitives. This poster proposes an approximate raybundle tracing based on imperfect
Imperfect RayBundle Tracing for Interactive MultiBounce Global Illumination
"... A bidirectional sampling method with raybundles [TO12] enables highonebounce threebounce ..."
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Cited by 2 (1 self)
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A bidirectional sampling method with raybundles [TO12] enables highonebounce threebounce
Photorealistic Image Synthesis Using RayBundles
, 2000
"... lightsources, such as point or directional lightsources are preferred here, since their radiance is a Diracdelta like function, which simplifies the integral of equation (2.50) to a sum. These methods take into account only a single reflection of the light coming from the abstract lightsources. Ide ..."
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Cited by 6 (4 self)
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. Ideal mirrors and refracting objects cannot be rendered with these methods. 2. Recursive raytracing Another alternative is to eliminate from the rendering equation those energy contributions which cause the difficulties, and thus give ourselves a simpler problem to solve. For example, if limited level
Adaptive Raybundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large Scenes
"... Figure 1: Indirect illumination represented by 45.3M texel light maps for a large outdoor scene (4.9 km in diameter, 3.7M triangles). The texel distribution of these light maps is strongly inhomogeneous and locally dense. Light map computation time with our method: 1396 secs (GPU: NVIDIA R○GeForce R ..."
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○GeForce R○GTX 580). This paper proposes an adaptive rendering technique for raybundle tracing. Raybundle tracing can be done by perpixel linkedlist construction on a GPU rasterization pipeline. This rasterization based approach offers significant benefits for the efficient generation of light maps (e
QuasiMonte Carlo Global Light Tracing with Infinite Number of Rays
 University of West Bohemia
, 1998
"... The paper presents an efficient method to solve the general rendering equation, using a combined finite element and quasirandom walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not direction inde ..."
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Cited by 4 (0 self)
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The paper presents an efficient method to solve the general rendering equation, using a combined finite element and quasirandom walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not direction independent (that is nondiffuse) radiance. The direction dependent radiance function is then computed by quasirandom walk. Since quasiMonte Carlo quadrature is applied here to an integrand of finite variation, this method can take advantage of the superior convergence of quasiMonte Carlo integration.
Realtime Ray Tracing and its use for Interactive Global Illumination
 In Eurographics State of the Art Reports
, 2003
"... Research on realtime ray tracing has recently made tremendous advances. Algorithmic improvements together with optimized software implementations already allow for interactive frame rates even on a single desktop PC. Furthermore, recent research has demonstrated several options for realizing realtim ..."
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Cited by 68 (11 self)
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and designs for a suitable ray tracing API. The third part of this STAR then builds on top of these techniques by presenting algorithms for interactive global illumination in complex and dynamic scenes that may contain large numbers of light sources. We believe that the improved quality and the increased
Results 1  10
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158