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dc.contributor.authorWang, Beibeien_US
dc.contributor.authorGascuel, Jean-Dominiqueen_US
dc.contributor.authorHolzschuch, Nicolasen_US
dc.contributor.editorElmar Eisemann and Eugene Fiumeen_US
dc.date.accessioned2016-06-17T14:12:45Z
dc.date.available2016-06-17T14:12:45Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-019-2en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20161216en_US
dc.description.abstractIllumination e ects in translucent materials are a combination of several physical phenomena: absorption and scattering inside the material, refraction at its surface. Because refraction can focus light deep inside the material, where it will be scattered, practical illumination simulation inside translucent materials is di cult. In this paper, we present an a Point-Based Global Illumination method for light transport on translucent materials with refractive boundaries. We start by placing volume light samples inside the translucent material and organising them into a spatial hierarchy. At rendering, we gather light from these samples for each camera ray. We compute separately the samples contributions to single, double and multiple scattering, and add them. Our approach provides high-quality results, comparable to the state of the art, with significant speed-ups (from 9x to 60x depending on scene complexity) and a much smaller memory footprint.en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePoint-Based Light Transport for Participating Media with Refractive Boundariesen_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementationsen_US
dc.description.sectionheadersLight Transport - Part 2en_US
dc.identifier.doi10.2312/sre.20161216en_US
dc.identifier.pages109-119en_US


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