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Unifying points, beams, and paths in volumetric light transport simulation
Efficiently computing light transport in participating media in a manner that is robust to variations in media density, scattering albedo, and anisotropy is a difficult and important problem in realistic image synthesis. While many specialized rendering techniques can efficiently resolve subsets of...
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Published in: | ACM transactions on graphics 2014-07, Vol.33 (4), p.1-13 |
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container_title | ACM transactions on graphics |
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creator | Křivánek, Jaroslav Georgiev, Iliyan Hachisuka, Toshiya Vévoda, Petr Šik, Martin Nowrouzezahrai, Derek Jarosz, Wojciech |
description | Efficiently computing light transport in participating media in a manner that is robust to variations in media density, scattering albedo, and anisotropy is a difficult and important problem in realistic image synthesis. While many specialized rendering techniques can efficiently resolve subsets of transport in specific media, no single approach can robustly handle all types of effects. To address this problem we unify volumetric density estimation, using point and beam estimators, and Monte Carlo solutions to the path integral formulation of the rendering and radiative transport equations. We extend multiple importance sampling to correctly handle combinations of these fundamentally different classes of estimators. This, in turn, allows us to develop a single rendering algorithm that correctly combines the benefits and mediates the limitations of these powerful volume rendering techniques. |
doi_str_mv | 10.1145/2601097.2601219 |
format | article |
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source | Association for Computing Machinery:Jisc Collections:ACM OPEN Journals 2023-2025 (reading list) |
subjects | Algorithms Density Estimators Handles Media Monte Carlo methods Rendering Transport |
title | Unifying points, beams, and paths in volumetric light transport simulation |
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