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dc.contributor.authorMartinez, Roelen_US
dc.contributor.authorSbert, Mateuen_US
dc.contributor.authorSzirmay-Kalos, Laszloen_US
dc.date.accessioned2015-02-21T13:15:37Z
dc.date.available2015-02-21T13:15:37Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01173.xen_US
dc.description.abstractMonte Carlo approaches use random lines to distribute the light power in the scene but the cost of creating a set of random single lines is very costly. In this paper, we present several software and hardware techniques in order to reduce the computational cost of the generation of random single lines by using bundles of parallel lines. The bundle of parallel lines is simulated with a general purpose polygon filling algorithm, like the painter s algorithm. We also present two graphics hardware implementations. The first approach uses two depth buffers in order to represent stochastically a bundle of parallel global lines. The second one uses multiple depth buffers and the aim is to exploit coherence between projection planes for each iteration. All algorithms were implemented with the multipath method.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleImproving Multipath Radiosity with Bundles of Parallel Linesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number6en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01173.xen_US
dc.identifier.pages1632-1646en_US


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