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Apr 18, 2024 · This paper introduces a new volumetric rendering algorithm that extends and adapts the previous \emph{path graph} surface rendering algorithm.
In path graph, we use an aggregation operator to gather incoming radiance from nearby shading points and recompute the outgoing radiance at the points. Then we ...
Abstract: In this paper we show how bidirectional path tracing can be extended to handle global illumination effects due to participating media.
Jul 9, 2023 · 20:21 · Go to channel · Light Path Guided Culling for Hybrid Real-Time Path Tracing. High-Performance Graphics•423 views · 29:58 · Go to channel ...
Abstract. We introduce a set of robust importance sampling techniques which allow efficient calculation of direct and indirect.
Apr 18, 2024 · 本文介绍了一种新的体积渲染算法,该算法扩展并适应了之前的\emph{path graph} 表面渲染算法。我们的方法利用通过多个​​散射传输路径收集的信息来计算较低 ...
dL(p,ω). L(p,ω)= -σa(p) ds s0 т(s) = ∫ s. 0 σa(p0)ds0 p0 =p+ s0ω. logL(p + sω,ω) - logL(p,ω) = -∫ s. 0 σa(p + s0ω,ω)ds0. <latexit ...
The bottleneck of the algorithm is solving the paths for each photon and eye-ray using Fermat's law. Although the use of a Dormand-Prince method has drastically ...
Approximate Bias Compensation for Rendering Scenes with Heterogeneous Participating Media. In this paper we present a novel method for high-quality rendering of ...
Feb 20, 2020 · In recent works, Georgiev et al. [4] used the product of geometry and scattering terms for importance sampling in rendering participating media.