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Rendering participating media is important for a number of domains, ranging from commercial applications (entertainment, virtual reality) to simulation systems (driving, flying and space simulators) and safety analyses (driving conditions , sign visibility). This article surveys global illumination algorithms for environments including participating media.… (More)
Aiming at rendering high quality images robustly for general environments with simple algorithms, we use a two-pass method that accounts for the global illumination. In this paper we present the integration of a new gathering procedure in the rendering pass, that uses the approximate results obtained by a particle tracing method, an extension of the… (More)
This paper surveys global illumination algorithms for environments including participating media and accounting for multiple scattering. The objective of this survey is the characterization of those methods: Identification of their base techniques, their assumptions, limitations and range of utilization. To this end, the algorithms are grouped into… (More)
ÐA framework for the development of dierent global illumination algorithms is presented: the SIR (Sistema de IluminacioÂ n Realista) architecture. It consists of a set of object-oriented components , which constitute a kernel, intended to be extended by software developers for the speci®c needs of photorealistic or physically based rendering algorithms.
Fast and detailed approximate global illumination by irradiance decomposition. Neeta Bhate. Application of rapid hierarchical radiosity to participating media. A rendering algorithm for discrete volume density objects. James F. Blinn. Light reflection functions for simulation of clouds and dusty surfaces.
This paper describes a two pass algorithm capable of computing solutions to the global illumination in general environments (diffuse or glossy surfaces, anisotropically scattering participating media) faster than previous methods , by combining the strengths of finite element and Monte Carlo methods. A quick coarse solution is first computed with a… (More)
This paper describes a two pass algorithm to compute physically accurate solutions of the global illumination in scenes including anisotropically scattering media faster than previous methods. This is achieved by combining the strengths of finite elements and Monte Carlo methods. A quick rough solution is first computed with a view independent clustered… (More)