The state of the art in interactive global illumination
The interaction of light and matter in the world surrounding us is of striking complexity and
beauty. Since the very beginning of computer graphics, adequate modelling of these …
beauty. Since the very beginning of computer graphics, adequate modelling of these …
SeaThru-NeRF: Neural radiance fields in scattering media
Research on neural radiance fields (NeRFs) for novel view generation is exploding with new
models and extensions. However, a question that remains unanswered is what happens in …
models and extensions. However, a question that remains unanswered is what happens in …
Manifold exploration: A markov chain monte carlo technique for rendering scenes with difficult specular transport
W Jakob, S Marschner - ACM Transactions on Graphics (TOG), 2012 - dl.acm.org
It is a long-standing problem in unbiased Monte Carlo methods for rendering that certain
difficult types of light transport paths, particularly those involving viewing and illumination …
difficult types of light transport paths, particularly those involving viewing and illumination …
Inverse volume rendering with material dictionaries
Translucent materials are ubiquitous, and simulating their appearance requires accurate
physical parameters. However, physically-accurate parameters for scattering materials are …
physical parameters. However, physically-accurate parameters for scattering materials are …
A comprehensive theory of volumetric radiance estimation using photon points and beams
We present two contributions to the area of volumetric rendering. We develop a novel,
comprehensive theory of volumetric radiance estimation that leads to several new insights …
comprehensive theory of volumetric radiance estimation that leads to several new insights …
Rendering glints on high-resolution normal-mapped specular surfaces
Complex specular surfaces under sharp point lighting show a fascinating glinty appearance,
but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose …
but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose …
Specular manifold sampling for rendering high-frequency caustics and glints
Scattering from specular surfaces produces complex optical effects that are frequently
encountered in realistic scenes: intricate caustics due to focused reflection, multiple …
encountered in realistic scenes: intricate caustics due to focused reflection, multiple …
Goal‐based caustics
We propose a novel system for designing and manufacturing surfaces that produce desired
caustic images when illuminated by a light source. Our system is based on a nonnegative …
caustic images when illuminated by a light source. Our system is based on a nonnegative …
A survey on rendering homogeneous participating media
Participating media are frequent in real-world scenes, whether they contain milk, fruit juice,
oil, or muddy water in a river or the ocean. Incoming light interacts with these participating …
oil, or muddy water in a river or the ocean. Incoming light interacts with these participating …
Position-free Monte Carlo simulation for arbitrary layered BSDFs
Real-world materials are often layered: metallic paints, biological tissues, and many more.
Variation in the interface and volumetric scattering properties of the layers leads to a rich …
Variation in the interface and volumetric scattering properties of the layers leads to a rich …