Technical Papers
Light Rays
Tuesday, 7 August 2:00 PM - 3:30 PM | Los Angeles Convention Center, Room 502AB
Session Chair: Jaakko Lehtinen, NVIDIA Research
Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center
Tuesday, 7 August 2:00 PM - 3:30 PM | Los Angeles Convention Center, Room 502AB
Session Chair: Jaakko Lehtinen, NVIDIA Research
An efficient ray-tracing algorithm that, for the first time, does not store any data structures when performing spatial subdivisions and directly computes intersections inside the scene. This algorithm excels both at spontaneously solving large ray-primitive intersection problems and rendering dynamic scenes.
Benjamin Mora
Swansea University
A new type of Markov Chain Monte Carlo (MCMC) rendering method, which models the space of valid specular and near-specular light paths as high-dimensional manifolds and, using their differential geometry, efficiently renders images by systematically exploring these paths.
Wenzel Jakob
Cornell University
Steve Marschner
Cornell University
Bidirectional lightcuts extend VPL-based rendering methods to handle a much wider variety of materials including glossy surfaces, BSSRDF/subsurface, and complex volumetric models such as cloth. Recursive eye tracing together with a novel weighting strategy reduces bias while maintaining low noise and scalable evaluation using the lightcuts approach.
Bruce Walter
Cornell University
Pramook Khungurn
Cornell University
Kavita Bala
Cornell University
Virtual Ray Lights is an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual-point lights (VPLs) at vertices of random-walk paths, this paper presents a continuous generalization that places virtual ray lights (VRLs) along each path segment.
Jan Novák
Karlsruher Institut für Technologie
Derek Nowrouzezahrai
Disney Research Zürich
Carsten Dachsbacher
Karlsruher Institut für Technologie
Wojciech Jarosz
Disney Research Zürich