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Glare is a consequence of light scattered within the human eye when looking at bright light sources. This effect can be exploited for tone mapping since adding glare to the depiction of high-dynamic range (HDR) imagery on a low-dynamic range (LDR) medium can dramatically increase perceived contrast. Even though most, if not all, subjects report perceiving(More)
This paper introduces a theoretical model for computing the scattering properties of participating media and translucent materials. The model takes as input a description of the components of a medium and computes all the parameters necessary to render it. These parameters are the extinction and scattering coefficients, the phase function, and the index of(More)
At the moment the noise functions available in a graphics programmer's toolbox are either slow to compute or they involve grid-line artifacts making them of lower quality. In this paper we present a real-time noise computation with no grid-line artifacts or other regularity problems. In other words, we put a new tool in the box that computes fast(More)
Rendering translucent materials using Monte Carlo ray tracing is computationally expensive due to a large number of subsurface scattering events. Faster approaches are based on analytical models derived from diffusion theory. While such analytical models are efficient, they miss out on some translucency effects in the rendered result. We present an improved(More)
Rayleigh scattering is used frequently in Monte Carlo simulation of multiple scattering. The Rayleigh phase function is quite simple, and one might expect that it should be simple to importance sample it efficiently. However, there seems to be no one good way of sampling it in the literature. This paper provides the details of several different techniques(More)
Density estimation employed in multi-pass global illumination algorithms gives cause to a trade-off problem between bias and noise. The problem is seen most evident as blurring of strong illumination features. This thesis addresses the problem, presenting four methods that reduce both noise and bias in estimates. Good results are obtained by the use of(More)
This paper concerns real-time rendering of thin semi-transparent objects. An object in this category could be a piece of cloth, eg. a curtain. Semi-transparent objects are visualized most correctly using volume rendering techniques. In general such techniques are, however, intractable for real-time applications. Surface rendering is more efficient, but also(More)