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dc.contributor.authorNovák, Janen_US
dc.contributor.authorNowrouzezahrai, Dereken_US
dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.authorJarosz, Wojciechen_US
dc.contributor.editorFredo Durand and Diego Gutierrezen_US
dc.date.accessioned2015-02-28T07:35:26Z
dc.date.available2015-02-28T07:35:26Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03136.xen_US
dc.description.abstractA recent technique that forms virtual ray lights (VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual Beam Lights (VBLs), a progressive many-lights algorithm for rendering complex indirect transport paths in, from, and to media. VBLs are efficient and can handle heterogeneous media, anisotropic scattering, and moderately glossy surfaces, while provably converging to ground truth. We inflate ray lights into beam lights with finite thicknesses to eliminate the remaining singularities. Furthermore, we devise several practical schemes for importance sampling the various transport contributions between camera rays, light rays, and surface points. VBLs produce artifact-free images faster than VRLs, especially when glossy surfaces and/or anisotropic phase functions are present. Lastly, we employ a progressive thickness reduction scheme for VBLs in order to render results that converge to ground truth.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRay Tracingen_US
dc.subjecten_US
dc.subjectI.6.8 [Simulation and Modeling]en_US
dc.subjectSimulationen_US
dc.subjectMonte Carloen_US
dc.titleProgressive Virtual Beam Lightsen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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