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- research-articleOctober 2024
RNA: Relightable Neural Assets
ACM Transactions on Graphics (TOG), Volume 44, Issue 1Article No.: 2, Pages 1–19https://doi.org/10.1145/3695866High-fidelity 3D assets with materials composed of fibers (including hair), complex layered material shaders, or fine scattering geometry are critical in high-end realistic rendering applications. Rendering such models is computationally expensive due to ...
- research-articleJuly 2024
Real-Time Path Guiding Using Bounding Voxel Sampling
ACM Transactions on Graphics (TOG), Volume 43, Issue 4Article No.: 125, Pages 1–14https://doi.org/10.1145/3658203We propose a real-time path guiding method, Voxel Path Guiding (VXPG), that significantly improves fitting efficiency under limited sampling budget. Our key idea is to use a spatial irradiance voxel data structure across all shading points to guide the ...
- invited-talkJuly 2024
Dynamic Screen Space Textures for Coherent Stylization
SIGGRAPH '24: ACM SIGGRAPH 2024 TalksArticle No.: 50, Pages 1–2https://doi.org/10.1145/3641233.3664321Achieving a watercolor look was an important goal for the style of Walt Disney Animation Studios’ “Wish”, and screen space textures were critical for achieving this, for example to convey a sense of the watercolor paper texture. However, using ...
- research-articleJuly 2024
Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric Scattering
- Yining Karl Li,
- Charlotte Zhu,
- Gregory Nichols,
- Peter Kutz,
- Wei-Feng Wayne Huang,
- David Adler,
- Brent Burley,
- Daniel Teece
DigiPro '24: Proceedings of the 2024 Digital Production SymposiumArticle No.: 6, Pages 1–19https://doi.org/10.1145/3665320.3670993A hallmark capability that defines a renderer as a production renderer is the ability to scale to handle scenes with extreme complexity, including complex illumination cast by a vast number of light sources. In this paper, we present Cache Points, the ...
- research-articleMay 2024
View-Independent Adjoint Light Tracing for Lighting Design Optimization
ACM Transactions on Graphics (TOG), Volume 43, Issue 3Article No.: 35, Pages 1–16https://doi.org/10.1145/3662180Differentiable rendering methods promise the ability to optimize various parameters of three-dimensional (3D) scenes to achieve a desired result. However, lighting design has so far received little attention in this field. In this article, we introduce a ...
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- research-articleMay 2024
ZH3: Quadratic Zonal Harmonics
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 7, Issue 1Article No.: 11, Pages 1–15https://doi.org/10.1145/3651294Spherical Harmonics (SH) have been used widely to represent lighting in games and film. While the quadratic (SH3) and higher order spherical harmonics represent irradiance well, they are expensive to store and evaluate, requiring 27 coefficients per ...
- articleJuly 2006Seminal Paper
Fast separation of direct and global components of a scene using high frequency illumination
ACM Transactions on Graphics (TOG), Volume 25, Issue 3Pages 935–944https://doi.org/10.1145/1141911.1141977We present fast methods for separating the direct and global illumination components of a scene measured by a camera and illuminated by a light source. In theory, the separation can be done with just two images taken with a high frequency binary ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - ArticleJuly 1998Seminal Paper
Efficient simulation of light transport in scenes with participating media using photon maps
SIGGRAPH '98: Proceedings of the 25th annual conference on Computer graphics and interactive techniquesPages 311–320https://doi.org/10.1145/280814.280925This paper presents a new method for computing global illumination in scenes with participating media. The method is based on bidirectional Monte Carlo ray tracing and uses photon maps to increase efficiency and reduce noise. We remove previous ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - ArticleAugust 1997Seminal Paper
Metropolis light transport
SIGGRAPH '97: Proceedings of the 24th annual conference on Computer graphics and interactive techniquesPages 65–76https://doi.org/10.1145/258734.258775We present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics. To render an image, we generate a sequence of light transport paths by randomly mutating a single current ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - research-articleJuly 2023
Revisiting controlled mixture sampling for rendering applications
ACM Transactions on Graphics (TOG), Volume 42, Issue 4Article No.: 64, Pages 1–13https://doi.org/10.1145/3592435Monte Carlo rendering makes heavy use of mixture sampling and multiple importance sampling (MIS). Previous work has shown that control variates can be used to make such mixtures more efficient and more robust. However, the existing approaches failed to ...
- research-articleJuly 2023
Focal Path Guiding for Light Transport Simulation
SIGGRAPH '23: ACM SIGGRAPH 2023 Conference ProceedingsArticle No.: 30, Pages 1–10https://doi.org/10.1145/3588432.3591543Focal points are fascinating effects that emerge from various constellations, for example when light passes through narrow gaps or when objects are seen through lenses or mirrors. These effects can be challenging to render, as paths need to pass through ...
- research-articleMay 2023
Subspace Culling for Ray-Box Intersection
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 6, Issue 1Article No.: 8, Pages 1–15https://doi.org/10.1145/3585503Ray tracing is an essential operation for realistic image synthesis. The acceleration of ray tracing has been studied for a long period of time because algorithms such as light transport simulations require a large amount of ray tracing. One of the major ...
- research-articleNovember 2022
Efficient Light Probes for Real-Time Global Illumination
ACM Transactions on Graphics (TOG), Volume 41, Issue 6Article No.: 202, Pages 1–14https://doi.org/10.1145/3550454.3555452Reproducing physically-based global illumination (GI) effects has been a long-standing demand for many real-time graphical applications. In pursuit of this goal, many recent engines resort to some form of light probes baked in a precomputation stage. ...
- research-articleNovember 2022
Combining GPU Tracing Methods within a Single Ray Query
SA '22: SIGGRAPH Asia 2022 Technical CommunicationsArticle No.: 17, Pages 1–4https://doi.org/10.1145/3550340.3564231A recent trend in real-time rendering is the utilization of the new hardware ray tracing capabilities. Often, usage of a distance field representation is proposed as an alternative when hardware ray tracing is deemed too costly, and the two are seen as ...
- research-articleJuly 2022
Virtual Blue Noise Lighting
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 5, Issue 3Article No.: 23, Pages 1–26https://doi.org/10.1145/3543872We introduce virtual blue noise lighting, a rendering pipeline for estimating indirect illumination with a blue noise distribution of virtual lights. Our pipeline is designed for virtual lights with non-uniform emission profiles that are more expensive ...
- research-articleJuly 2022
EARS: efficiency-aware russian roulette and splitting
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 81, Pages 1–14https://doi.org/10.1145/3528223.3530168Russian roulette and splitting are widely used techniques to increase the efficiency of Monte Carlo estimators. But, despite their popularity, there is little work on how to best apply them. Most existing approaches rely on simple heuristics based on, ...
- research-articleJuly 2022
Generalized resampled importance sampling: foundations of ReSTIR
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 75, Pages 1–23https://doi.org/10.1145/3528223.3530158As scenes become ever more complex and real-time applications embrace ray tracing, path sampling algorithms that maximize quality at low sample counts become vital. Recent resampling algorithms building on Talbot et al.'s [2005] resampled importance ...
- research-articleJuly 2022
Efficiency-aware multiple importance sampling for bidirectional rendering algorithms
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 80, Pages 1–12https://doi.org/10.1145/3528223.3530126Multiple importance sampling (MIS) is an indispensable tool in light-transport simulation. It enables robust Monte Carlo integration by combining samples from several techniques. However, it is well understood that such a combination is not always more ...
- research-articleMay 2022
- research-articleApril 2022
Global illumination in sparse voxel octrees
The Visual Computer: International Journal of Computer Graphics (VISC), Volume 38, Issue 4Pages 1443–1456https://doi.org/10.1007/s00371-021-02078-6AbstractThis paper enhances the voxel-to-voxel radiance shooting, propagation, and scattering algorithm of Max [20]. It reduces the memory requirements by storing the radiance only on the occupied cells of a sparse voxel octree and by sampling only 24 ...