# Research papers on graphics

Using a perceptual metric, a binary light tree of clusters, and conservative per-cluster error bounds, we show that we can accurately compute the illumination from hundreds of point lights using only hundreds of shadow rays.

We want to be able to use a sophisticated lighting algorithm such as global illumination with arbitrary material properties, but we also want to be able to display the results quickly enough for interactive walkthrough.

This assessment has been largely determined by the inability to display But then I got distracted by working on my dissertation and have not worked on the path buffer since. Published at EGSR Thus rerendering every pixel would make the framerate either highly variable which is far more objectionable in an interactive session than having some minor visual artifacts would be.

Density Estimation for Global Illumination I investigated particle tracing and density estimation as a method to compute radiosity solutions on large environments.

## Research papers on graphics

Two single-plane methods mimicked a conventional display and two volumetric methods mimicked natural viewing. In rendering methods such as ray tracing or global illlumination, the cost of renderering a pixel various greatly depending on various factors such as material, local geometry, and complexity of the local lighting. It can handle all transport paths arbitrary BRDF and it nicely decomposes the global illumination problem into three pieces: particle tracing, density estimation, and mesh decimation. A pinhole camera model was used in one single-plane condition, so image sharpness was independent of depth. Phong shading and perhaps some shadows are about the limit of their abilities. Lightcuts: A Scalable Approach to Illumination Computing the illumination from complex sources such as area lights, HDR environment maps, and indirect, can be very expensive. Path-Buffer The path-buffer is a modified z-buffer with two z values per pixel. This allows them to be used during interactive computations to allow higher error thresholds in textured regions with almost no runtime overhead. In the other volumetric condition, an optimized blending rule was used that creates a closer approximation to real-world viewing. You can get the paper here. We also discuss the Smith shadowing-masking approximation for general microfacet distributions and good importance sampling strategies which is essential when simulating transmitted light. Our software implementation runs at interactive rates on the CPU and future versions should be able to exploit the GPU for even faster framerates. The extra z value allows us to use the the path-buffer and scan conversion to trace rays in a path tracing style algorithm. Fitting Virtual Lights for Non-Diffuse Walkthroughs The essence of this work is to find ways to encode non-diffuse illumination solutions for rapid display using standard 3D graphics interfaces e.

OpenGL and hardware. In our experiments we have found that we get very good visual quality when only one tenth the pixels are rendered per frame and acceptable quality when only one hundreth of the pixels are renderered per frame the rest of the pixels are estimated by reprojecting older results.

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