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dc.contributor.authorWald, Ingoen_US
dc.contributor.authorKollig, Thomasen_US
dc.contributor.authorBenthin, Carstenen_US
dc.contributor.authorKeller, Alexanderen_US
dc.contributor.authorSlusallek, Philippen_US
dc.contributor.editorP. Debevec and S. Gibsonen_US
dc.date.accessioned2014-01-27T14:06:06Z
dc.date.available2014-01-27T14:06:06Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-534-3en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR02/015-024en_US
dc.description.abstractRasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a new parallel global illumination algorithm that perfectly scales, has minimal preprocessing and communication overhead, applies highly efficient sampling techniques based on randomized quasi-Monte Carlo integration, and benefits from a fast parallel ray tracing implementation by shooting coherent groups of rays. Thus a performance is achieved that allows for applying arbitrary changes to the scene, while simulating global illumination including shadows from area light sources, indirect illumination, specular effects, and caustics at interactive frame rates. Ceasing interaction rapidly provides high quality renderings.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Global Illumination using Fast Ray Tracingen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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