Abstract
We propose a method for solving the global illumination problem with no restrictive assumptions concerning the behaviour of light either on surface or volume objects in the scene. Surface objects are defined either by facets or parametric patches and volume objets are defined by voxel grids which define arbitrary density distributions in a discrete tridimensional space. The rendering technique is a Monte-Carlo ray-tracing based radiosity which unifies the processing of objects in a scene, whether they are surfacic or volumic. The main characteristics of our technique are the use of separated Markov chains to prevent the explosion of the number of rays and an optimal importance sampling to speed-up the convergence.
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© 1995 EUROGRAPHICS The European Association for Computer Graphics
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Blasi, P., Le Saëc, B., Schlick, C. (1995). An Importance Driven Monte-Carlo Solution to the Global Illumination Problem. In: Sakas, G., Müller, S., Shirley, P. (eds) Photorealistic Rendering Techniques. Focus on Computer Graphics. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-87825-1_13
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DOI: https://doi.org/10.1007/978-3-642-87825-1_13
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