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dc.contributor.authorDmitriev, Kirillen_US
dc.contributor.authorBrabec, Stefanen_US
dc.contributor.authorMyszkowski, Karolen_US
dc.contributor.authorSeidel, Hans-Peteren_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/EGWR02/025-036en_US
dc.description.abstractWe present a method for interactive global illumination computation which is embedded in the framework of Quasi-Monte Carlo photon tracing and density estimation techniques. The method exploits temporal coherence of illumination by tracing photons selectively to the scene regions that require illumination update. Such regions are identified with a high probability by a small number of the pilot photons. Based on the pilot photons which require updating, the remaining photons with similar paths in the scene can be found immediately. This becomes possible due to the periodicity property inherent to the multi-dimensional Halton sequence, which is used to generate photons. If invalid photons cannot all be updated during a single frame, frames are progressively refined in subsequent cycles. The order in which the photons are updated is decided by inexpensive energy- and perception-based criteria whose goal is to minimize the perceivability of outdated illumination. The method buckets all photons on-the-fly in mesh elements and does not require any data structures in the temporal domain, which makes it suitable for interactive rendering of complex scenes. Since mesh-based reconstruction of lighting patterns with high spatial frequencies is inefficient, we use a hybrid approach in which direct illumination and resulting shadows are rendered using graphics hardware.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Global Illumination Using Selective Photon Tracingen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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