Sequential Monte Carlo Instant Radiosity

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Sequential Monte Carlo Instant Radiosity. / Hedman, Peter; Karras, Tero; Lehtinen, Jaakko.

julkaisussa: IEEE Transactions on Visualization and Computer Graphics, Vuosikerta 23, Nro 5, 2017, s. 1442-1453.

Tutkimustuotos: Lehtiartikkelivertaisarvioitu

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Hedman, Peter ; Karras, Tero ; Lehtinen, Jaakko. / Sequential Monte Carlo Instant Radiosity. Julkaisussa: IEEE Transactions on Visualization and Computer Graphics. 2017 ; Vuosikerta 23, Nro 5. Sivut 1442-1453.

Bibtex - Lataa

@article{73789f7cc55d4de8b171a88c6e7d56eb,
title = "Sequential Monte Carlo Instant Radiosity",
abstract = "Instant Radiosity and its derivatives are interactive methods for efficiently estimating global (indirect) illumination. They represent the last indirect bounce of illumination before the camera as the composite radiance field emitted by a set of virtual point light sources (VPLs). In complex scenes, current algorithms suffer from a difficult combination of two issues: it remains a challenge to distribute VPLs in a manner that simultaneously gives a high-quality indirect illumination solution for each frame, and to do so in a temporally coherent manner. We address both issues by building, and maintaining overtime, an adaptive and temporally coherent distribution of VPLs in locations where they bring indirect light to the image. We introduce a novel heuristic sampling method that strives to only move as few of the VPLs between frames as possible. The result is, to the best of our knowledge, the first interactive global illumination algorithm that works in complex, highly-occluded scenes, suffers little from temporal flickering, supports moving cameras and light sources, and is output-sensitive in the sense that it places VPLs in locations that matter most to the final result.",
keywords = "Lighting, Cameras, Light sources, Coherence, Rendering (computer graphics), Monte Carlo methods, Brightness",
author = "Peter Hedman and Tero Karras and Jaakko Lehtinen",
note = "This is an extended version of the article of the same name that appeared in Proc. ACM SIGGRAPH 2017 Symposium on Interactive Computer Graphics and Games (I3D)",
year = "2017",
doi = "10.1109/TVCG.2017.2676089",
language = "English",
volume = "23",
pages = "1442--1453",
journal = "IEEE Transactions on Visualization and Computer Graphics",
issn = "1077-2626",
publisher = "IEEE Computer Society",
number = "5",

}

RIS - Lataa

TY - JOUR

T1 - Sequential Monte Carlo Instant Radiosity

AU - Hedman, Peter

AU - Karras, Tero

AU - Lehtinen, Jaakko

N1 - This is an extended version of the article of the same name that appeared in Proc. ACM SIGGRAPH 2017 Symposium on Interactive Computer Graphics and Games (I3D)

PY - 2017

Y1 - 2017

N2 - Instant Radiosity and its derivatives are interactive methods for efficiently estimating global (indirect) illumination. They represent the last indirect bounce of illumination before the camera as the composite radiance field emitted by a set of virtual point light sources (VPLs). In complex scenes, current algorithms suffer from a difficult combination of two issues: it remains a challenge to distribute VPLs in a manner that simultaneously gives a high-quality indirect illumination solution for each frame, and to do so in a temporally coherent manner. We address both issues by building, and maintaining overtime, an adaptive and temporally coherent distribution of VPLs in locations where they bring indirect light to the image. We introduce a novel heuristic sampling method that strives to only move as few of the VPLs between frames as possible. The result is, to the best of our knowledge, the first interactive global illumination algorithm that works in complex, highly-occluded scenes, suffers little from temporal flickering, supports moving cameras and light sources, and is output-sensitive in the sense that it places VPLs in locations that matter most to the final result.

AB - Instant Radiosity and its derivatives are interactive methods for efficiently estimating global (indirect) illumination. They represent the last indirect bounce of illumination before the camera as the composite radiance field emitted by a set of virtual point light sources (VPLs). In complex scenes, current algorithms suffer from a difficult combination of two issues: it remains a challenge to distribute VPLs in a manner that simultaneously gives a high-quality indirect illumination solution for each frame, and to do so in a temporally coherent manner. We address both issues by building, and maintaining overtime, an adaptive and temporally coherent distribution of VPLs in locations where they bring indirect light to the image. We introduce a novel heuristic sampling method that strives to only move as few of the VPLs between frames as possible. The result is, to the best of our knowledge, the first interactive global illumination algorithm that works in complex, highly-occluded scenes, suffers little from temporal flickering, supports moving cameras and light sources, and is output-sensitive in the sense that it places VPLs in locations that matter most to the final result.

KW - Lighting

KW - Cameras

KW - Light sources

KW - Coherence

KW - Rendering (computer graphics)

KW - Monte Carlo methods

KW - Brightness

U2 - 10.1109/TVCG.2017.2676089

DO - 10.1109/TVCG.2017.2676089

M3 - Article

VL - 23

SP - 1442

EP - 1453

JO - IEEE Transactions on Visualization and Computer Graphics

JF - IEEE Transactions on Visualization and Computer Graphics

SN - 1077-2626

IS - 5

ER -

ID: 11413927