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Global Ray-bundle Tracing with Infinite Number of Rays

by Laszlo Szirmay-Kalos, Werner Purgathofer - Computers and Graphics , 1999
"... The paper presents a combined finite element and quasi-random 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 non-diffuse) ra ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
The paper presents a combined finite element and quasi-random 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 non-diffuse) radiance. The direction dependent radiance function is then computed by quasi-random walk. Since quasi-Monte Carlo quadrature is applied here to an integrand of finite variation, this method can take advantage of the superior convergence of quasi-Monte Carlo integration.

Global Ray-bundle Tracing

by László Szirmay-Kalos , 1998
"... The paper presents a single-pass, view-dependent 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 ..."
Abstract - Cited by 9 (7 self) - Add to MetaCart
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 Ray-bundle Tracing with Hardware Acceleration

by Laszlo Szirmay-Kalos, Werner Purgathofer - IN RENDERING TECHNIQUES '98 , 1998
"... The paper presents a single-pass, view-dependent 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 ..."
Abstract - Cited by 31 (7 self) - Add to MetaCart
, 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 z-buffer of workstations, making the calculation fast. The proposed method

Global Illumination using Parallel Global Ray-Bundles

by Reinhard Koch, Andreas Kolb, Christof Rezk-salama (eds, Jan Hermes, Niklas Henrich, Thorsten Grosch, Stefan Mueller
"... A fast computation of unbiased global illumination is still an unsolved problem, especially if multiple bounces of light and non-diffuse materials are included. The standard Monte Carlo methods are time-consuming, 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 ray-bundles 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 Ray-Bundle Tracing for Interactive Multi-Bounce Global Illumination

by Yusuke Tokuyoshi, Shinji Ogaki
"... Introduction A bidirectional sampling method with raybundles [TO12] enables high-quality global illumination, but computation time of ray-bundles depends on the number of sample directions and the number of primitives. This poster proposes an approximate ray-bundle tracing based on imperfect ..."
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Introduction A bidirectional sampling method with raybundles [TO12] enables high-quality global illumination, but computation time of ray-bundles depends on the number of sample directions and the number of primitives. This poster proposes an approximate ray-bundle tracing based on imperfect

Imperfect Ray-Bundle Tracing for Interactive Multi-Bounce Global Illumination

by Yusuke Tokuyoshi, Shinji Ogaki
"... A bidirectional sampling method with ray-bundles [TO12] enables high-one-bounce three-bounce ..."
Abstract - Cited by 2 (1 self) - Add to MetaCart
A bidirectional sampling method with ray-bundles [TO12] enables high-one-bounce three-bounce

Photorealistic Image Synthesis Using Ray-Bundles

by László Szirmay-Kalos , 2000
"... lightsources, such as point or directional lightsources are preferred here, since their radiance is a Dirac-delta 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 ..."
Abstract - Cited by 6 (4 self) - Add to MetaCart
. Ideal mirrors and refracting objects cannot be rendered with these methods. 2. Recursive ray-tracing 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 Ray-bundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large Scenes

by B. Levy, X. Tong, K. Yin, Yusuke Tokuyoshi, Takashi Sekine, Tiago Da Silva, Takashi Kanai
"... 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 ray-bundle tracing. Ray-bundle tracing can be done by per-pixel linked-list construction on a GPU rasterization pipeline. This rasterization based approach offers significant benefits for the efficient generation of light maps (e

Quasi-Monte Carlo Global Light Tracing with Infinite Number of Rays

by Laszlo Szirmay-Kalos, Tibor Foris, Werner Purgathofer - University of West Bohemia , 1998
"... The paper presents an efficient method to solve the general rendering equation, using a combined finite element and quasi-random walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not direction inde ..."
Abstract - Cited by 4 (0 self) - Add to MetaCart
The paper presents an efficient method to solve the general rendering equation, using a combined finite element and quasi-random 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 non-diffuse) radiance. The direction dependent radiance function is then computed by quasi-random walk. Since quasi-Monte Carlo quadrature is applied here to an integrand of finite variation, this method can take advantage of the superior convergence of quasi-Monte Carlo integration.

Realtime Ray Tracing and its use for Interactive Global Illumination

by Ingo Wald, Timothy J. Purcell, Jörg Schmittler, Carsten Benthin - 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 ..."
Abstract - Cited by 68 (11 self) - Add to MetaCart
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
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