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dc.contributor.authorWeber, Pascalen_US
dc.contributor.authorHanika, Johannesen_US
dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.editorLoic Barthe and Bedrich Benesen_US
dc.date.accessioned2017-04-22T16:25:11Z
dc.date.available2017-04-22T16:25:11Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13103
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13103
dc.description.abstractWe present a new technique called Multiple Vertex Next Event Estimation, which outperforms current direct lighting techniques in forward scattering, optically dense media with the Henyey-Greenstein phase function. Instead of a one-segment connection from a vertex within the medium to the light source, an entire sub path of arbitrary length can be created and we show experimentally that 4-10 segments work best in practice. This is done by perturbing a seed path within the Monte Carlo context. Our technique was integrated in a Monte Carlo renderer, combining random walk path tracing with multiple vertex next event estimation via multiple importance sampling for an unbiased result. We evaluate this new technique against standard next event estimation and show that it significantly reduces noise and increases performance of multiple scattering renderings in highly anisotropic, optically dense media. Additionally, we discuss multiple light sources and performance implications of memoryheavy heterogeneous media.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectRaytracing
dc.titleMultiple Vertex Next Event Estimation for Lighting in dense, forward-scattering Mediaen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersMonte Carlo
dc.description.volume36
dc.description.number2
dc.identifier.doi10.1111/cgf.13103
dc.identifier.pages021-030


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