MPI-I-2007-4-007. May 2007, 65 pages. | Status: available - back from printing | Next --> Entry | Previous <-- Entry
Abstract in LaTeX format:
We present a novel framework for efficiently computing the indirect
illumination in diffuse and moderately glossy scenes using density
A vast majority of existing global illumination approaches either
quickly computes an approximate solution, which may not be adequate for
performs a much more time-consuming computation to obtain high-quality
results for the indirect illumination.
Our method improves photon density estimation, which is an approximate
solution, and leads to significantly better visual quality in particular
geometry, while only slightly increasing the computation time. We
perform direct splatting of photon rays, which allows us to use simpler
search data structures.
Our novel lighting computation is derived from basic radiometric theory
and requires only small changes to existing photon splatting approaches.
Since our density estimation is carried out in ray space rather than on
surfaces, as in the commonly used photon mapping algorithm, the results
robust against geometrically incurred sources of bias. This holds also
in combination with final gathering where photon mapping often
illumination near concave geometric features. In addition, we show that
our splatting technique can be extended to handle moderately glossy
can be combined with traditional irradiance caching for sparse sampling
and filtering in image space.
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