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Multidimensional lightcuts

Published: 01 July 2006 Publication History

Abstract

Multidimensional lightcuts is a new scalable method for efficiently rendering rich visual effects such as motion blur, participating media, depth of field, and spatial anti-aliasing in complex scenes. It introduces a flexible, general rendering framework that unifies the handling of such effects by discretizing the integrals into large sets of gather and light points and adaptively approximating the sum of all possible gather-light pair interactions.We create an implicit hierarchy, the product graph, over the gather-light pairs to rapidly and accurately approximate the contribution from hundreds of millions of pairs per pixel while only evaluating a tiny fraction (e.g., 200--1,000). We build upon the techniques of the prior Lightcuts method for complex illumination at a point, however, by considering the complete pixel integrals, we achieve much greater efficiency and scalability.Our example results demonstrate efficient handling of volume scattering, camera focus, and motion of lights, cameras, and geometry. For example, enabling high quality motion blur with 256x temporal sampling requires only a 6.7x increase in shading cost in a scene with complex moving geometry, materials, and illumination.

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Information

Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 25, Issue 3
July 2006
742 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/1141911
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 July 2006
Published in TOG Volume 25, Issue 3

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  1. depth of field
  2. motion blur
  3. volume rendering

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Cited By

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  • (2024)Hierarchical Light Sampling with Accurate Spherical Gaussian LightingSIGGRAPH Asia 2024 Conference Papers10.1145/3680528.3687647(1-11)Online publication date: 3-Dec-2024
  • (2023)State of the Art in Efficient Translucent Material Rendering with BSSRDFComputer Graphics Forum10.1111/cgf.1499843:1Online publication date: 22-Dec-2023
  • (2023)Auxiliary Features‐Guided Super Resolution for Monte Carlo RenderingComputer Graphics Forum10.1111/cgf.1498743:1Online publication date: 3-Oct-2023
  • (2022)Uniform Grid-Based Dynamic Many-Light Direct LightingJournal of Computer-Aided Design & Computer Graphics10.3724/SP.J.1089.2022.1919834:05(784-793)Online publication date: 2-Dec-2022
  • (2022)SPCBPTACM Transactions on Graphics10.1145/3528223.353018341:4(1-14)Online publication date: Jul-2022
  • (2022)Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface ScatteringIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.306664028:10(3324-3335)Online publication date: 1-Oct-2022
  • (2022)Interactive VPL-based global illumination on the GPU using fuzzy clusteringComputers and Graphics10.1016/j.cag.2022.09.008108:C(74-85)Online publication date: 1-Nov-2022
  • (2021)A Survey on Bounding Volume Hierarchies for Ray TracingComputer Graphics Forum10.1111/cgf.14266240:2(683-712)Online publication date: 4-Jun-2021
  • (2021)Stochastic Lightcuts for Sampling Many LightsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.300127127:10(4049-4059)Online publication date: 1-Oct-2021
  • (2021)A survey on rendering homogeneous participating mediaComputational Visual Media10.1007/s41095-021-0249-18:2(177-198)Online publication date: 6-Dec-2021
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