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The ultimate aim of realistic graphics is the creation of images that provoke the same responses that a viewer would have to a real scene. This STAR addresses two related key problem areas in this effort which are located at opposite ends of the rendering pipeline, namely the data structures used to describe light during the actual rendering process, and(More)
We present a physically-based analytical model of the daytime sky. Based on the results of a first-principles brute force simulation of radiative transfer in the atmosphere, we use the same general approach of fitting basis function coefficients to radiance data as the Perez and Preetham models do. However, we make several modifications to this process,(More)
In this article we derive the complete set of formulas needed to generate physically plausible images of uniaxial crystals. So far no computer graphics publication contains all the formulas one needs to compute the interaction of light with such crystals in a form that is useable by a graphics application, especially if a polarization-aware rendering system(More)
One prerequisite for realistic renderings of outdoor scenes is the proper capturing of the sky's appearance. Currently, an explicit simulation of light scattering in the atmosphere isn't computationally feasible, and won't be in the foreseeable future. Captured luminance patterns have proven their usefulness in practice but can't meet all user needs. To(More)
We present a method that makes the use of photon tracing methods feasible for complex scenes when a totally accurate solution is not essential. This is accomplished by using orientation lightmaps, which average the illumination of complex objects depending on the surface normal. Through this averaging, they considerably reduce the variance of the stochastic(More)
We propose a practicable way to include both polarization and fluorescence effects in a rendering system at the same time. Previous research in this direction only demonstrated support for either one of these phenomena; using both effects simultaneously was so far not possible, mainly because the techniques for the treatment of polarized light were(More)
Fluorescence is an interesting and visually prominent effect, which has not been fully covered by Computer Graphics research so far.While the physical phenomenon of fluorescence has been addressed in isolation, the actual reflection behaviour of real fluorescent surfaces has never been documented, and no analytical BRDF models for such surfaces have been(More)