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A classic photographic task is the mapping of the potentially high dynamic range of real world luminances to the low dynamic range of the photographic print. This tone reproduction problem is also faced by computer graphics practitioners who map digital images to a low dynamic range print or screen. The work presented in this paper leverages the time-tested(More)
A bidirectional reflectance distribution function (BRDF) is often expressed as a function of four real variables: two spherical coordinates in each of the "incoming" and "outgoing" directions. However, many BRDFs reduce to functions of fewer variables. For example, isotropic reflection can be represented by a function of three variables. Some BRDF models(More)
This paper presents a physically-based model of the night sky for realistic image synthesis. We model both the direct appearance of the night sky and the illumination coming from the Moon, the stars, the zodiacal light, and the atmosphere. To accurately predict the appearance of night scenes we use physically-based astronomical data, both for position and(More)
We present an algorithm for ray tracing displacement maps that requires no additional storage over the base model. Displacement maps are rarely used in ray tracing due to the cost associated with storing and intersecting the displaced geometry. This is unfortunate because displacement maps allow the addition of large amounts of geometric complexity into(More)
We present a mathematical framework for enforcing energy conservation in a bidirectional reflectance distribution function (BRDF) by specifying halfway vector distributions in simple two-dimensional domains. Energy-conserving BRDFs can produce plausible rendered images with accurate reflectance behavior, especially near grazing angles. Using our framework,(More)
We present a solution to the general problem of characterizing shadows in scenes involving a uniform polygonal area emitter and a polygonal occluder in arbitrary position by manifesting shadow irradiance as a spline function. Studying generalized prism-like constructions generated by the emitter and the occluder in a four-dimensional (shadow) space reveals(More)
Methods for exact computation of irradiance and form factors associated with polygonal objects have ultimately relied on a formula for a differential area to polygon form factor attributed to Lambert. This paper presents an alternative , an analytical expression based on vertex behavior rather than the edges the polygon. Using this formulation, irradiance(More)
We present an algorithm for ray tracing displacement maps that requires no additional storage over the base model. Displacement maps are rarely used in ray tracing due to the cost associated with storing and intersecting the displaced geometry. This is unfortunate because displacement maps allow the addition of large amounts of geometric complexity into(More)
B-spline filter kernals have proved useful in many pixel sampling applications. A cubic B-spline filter kernal, having a width of four pixels, is particularly effective. In distribution ray tracing, pixel filters are evaluated implicitly by having the density of sampling proportional to the filter value. In this work we present a simple method to generate(More)