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dc.contributor.authorBekaert, Philippeen_US
dc.contributor.authorSbert, Mateuen_US
dc.contributor.authorHalton, Johnen_US
dc.contributor.editorP. Debevec and S. Gibsonen_US
dc.date.accessioned2014-01-27T14:06:10Z
dc.date.available2014-01-27T14:06:10Z
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/EGWR02/125-134en_US
dc.description.abstractThis paper describes a new acceleration technique for rendering algorithms like path tracing, that use so called gathering random walks. Usually in path tracing, each traced path is used in order to compute a contribution to only a single point on the virtual screen. We propose to combine paths traced through nearby screen points in such a way that each path contributes to multiple screen points in a provably good way. Our approach is unbiased and is not restricted to diffuse light scattering. It complements previous image noise reduction techniques for Monte Carlo ray tracing. We observe speed-ups in the computation of indirect illumination of one order of magnitude.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAccelerating Path Tracing by Re-Using Pathsen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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