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dc.contributor.authorWald, Ingoen_US
dc.contributor.authorBenthin, Carstenen_US
dc.contributor.authorSlusallek, Philippen_US
dc.contributor.editorPhilip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Oren_US
dc.date.accessioned2014-01-27T14:22:44Z
dc.date.available2014-01-27T14:22:44Z
dc.date.issued2003en_US
dc.identifier.isbn3-905673-03-7en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR03/074-081en_US
dc.description.abstractGlobal illumination algorithms have traditionally been very time consuming and were only suitable for off-line computations. Recent research in realtime ray tracing has improved global illumination performance to allow for illumination updates at interactive rates. However, both the traditional off-line and the new interactive systems show significant limitations when dealing with realistically complex scenes containing millions of surfaces, thousands of light sources, and a high degree of occlusion. In this paper, we present an importance sampling technique that has specifically been designed for such environments. Our method maintains a rough estimate of the importance of each light source with respect to the current view using a crude path tracing step. This estimate is then used to focus computations to the most important light sources. In addition to speeding up the computation our approach minimizes the working set of the ray tracer by only touching geometry that is relevant to the current view. This allows us to directly and efficiently render scenes such as entire buildings with many thousands of light sources at interactive rates with full global illumination.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Global Illumination in Complex and Highly Occluded Environmentsen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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