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dc.contributor.authorVibert, Nicolasen_US
dc.contributor.authorGruson, Adrienen_US
dc.contributor.authorStokholm, Heineen_US
dc.contributor.authorMortensen, Troelsen_US
dc.contributor.authorJarosz, Wojciechen_US
dc.contributor.authorHachisuka, Toshiyaen_US
dc.contributor.authorNowrouzezahrai, Dereken_US
dc.contributor.editorBoubekeur, Tamy and Sen, Pradeepen_US
dc.date.accessioned2019-07-14T19:24:12Z
dc.date.available2019-07-14T19:24:12Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13770
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13770
dc.description.abstractVirtual ray lights (VRL) are a powerful representation for multiple-scattered light transport in volumetric participating media. While efficient Monte Carlo estimators can importance sample the contribution of a VRL along an entire sensor subpath, render time still scales linearly in the number of VRLs. We present a new scalable hierarchial VRL method that preferentially samples VRLs according to their image contribution. Similar to Lightcuts-based approaches, we derive a tight upper bound on the potential contribution of a VRL that is efficient to compute. Our bound takes into account the sampling probability densities used when estimating VRL contribution. Ours is the first such upper bound formulation, leading to an efficient and scalable rendering technique with only a few intuitive user parameters. We benchmark our approach in scenes with many VRLs, demonstrating improved scalability compared to existing state-of-the-art techniques.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleScalable Virtual Ray Lights Rendering for Participating Mediaen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersHigh Performance Rendering
dc.description.volume38
dc.description.number4
dc.identifier.doi10.1111/cgf.13770
dc.identifier.pages57-65


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  • 38-Issue 4
    Rendering 2019 - Symposium Proceedings

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