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CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. 1991. A progressive multi-pass method for global illumination. In Computer Graphics (SIGGRAPH '91 Conference Proceedings). Computer Graphics Annual Conference Series, vol. 25. ACM, New York, 165--174.

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Instant Radiosity - Keller (1997)   (41 citations)  (Correct)

....Specular Effects To add specular effects, we first let Tmn use the full BRDF fr in the hardware lighting pass, enabling specular highlights as can be seen in figure 8. In the particle generation phase, by a random decision each surface is tested to be specular or diffuse according to its BRDF [CRMT91, War92] In case of specular reflection a virtual light source is generated, i.e. the origin of the ray is mirrored by the specular surface under consideration. The virtual light source now illuminates the part of the scene inside the pyramid spanned by itself and the contour of the reflecting ....

S. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive Multi-Pass Method for Global Illumination. In Computer Graphics (SIGGRAPH 91 Conference Proceedings), pages 165 -- 174, 1991. 4.2


Clustering for Glossy Global Illumination - Christensen, Lischinski.. (1997)   (29 citations)  (Correct)

....a new clustering scheme suitable for general glossy environments and show that this scheme is asymptotically more efficient than previous clustering algorithms for global illumination. 1. 1 Previous Work In part because of the high dimensionality of glossy global illumination, Monte Carlo methods [6, 19, 24, 29] have been the most widely used to date for simulating illumination in complex glossy scenes. However, Monte Carlo methods suffer from noisy artifacts and fairly slow convergence. One notable approach toward reducing these problems has been taken by Ward [36, 37] in which the diffuse ....

....and importance driven refinement, shows great promise for the glossy global illumination problem. Our clustering algorithm could also be used to improve other global illumination methods. For instance, it could be used as the first pass in the progressive multipass method of Chen et al. [6], or to provide a system like RADIANCE [36] with a function for importance sampling. In summary, there has been a long progression of finite element algorithms for global illumination over the last decade, starting with a dense matrix solution [13] and continuing through progressive, ....

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. "A Progressive Multi-Pass Method for Global Illumination," Proceedings of SIGGRAPH '91, in Computer Graphics, 25(4), July 1991, pages 165--174.


Composite Lighting Simulations with Lighting Networks - Slusallek, Stamminger.. (1998)   (4 citations)  (Correct)

....the effects computed by each of them. In [26, 47, 38, 30] a radiosity computation is followed by a second view dependent ray tracing pass for capturing specular highlights. 30] also includes a geometric simplification step for speeding up the radiosity pass (also see Section 4) In addition, [19, 34, 5, 22] include Monte Carlo path and photon tracing for simulating specular and caustic light paths. Usually, these methods split the description of reflection and or illumination into separate parts (high and low spatial frequency components) each of which is simulated with a different lighting ....

....that are connected to the output of that node, which has indicated the maximum change in its output. This approach is essentially the same as Southwell relaxation or the shooting method in radiosity [15, 7] This relaxation scheme may also be used for progressive refinement of the global solution [5]. Passing an error criterion (e.g. maximum change in energy, minimum area subdivision) to the solution procedure of a LightOp allows for controlling the accuracy of each relaxation step. An initial quick solution to the Lighting Network can be computed by starting with large error bounds, which ....

CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. A progressive multi-pass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings) 25, 4 (July 1991), 165--174.


Environment Mapping for Efficient Sampling of the Diffuse.. - al. (1994)   (3 citations)  (Correct)

....pass. The standard two pass algorithm only samples specular reflection during rendering, while the radiosity values are used for diffuse reflection and direct lighting (Sillion and Puech 1989; Wallace et al. 1987) An extended version also samples direct light during rendering (Shirley 1990, 1991; Chen et al. 1991; Kok and Jansen 1991) and finally, diffuse light may be sampled in the rendering stage in addition to specular reflection and direct light (Rushmeier 1988; Chen et al. 1991) Sampling of indirect light allows the simulation of intricate reflection details. However, in complex environments this ....

.... and Puech 1989; Wallace et al. 1987) An extended version also samples direct light during rendering (Shirley 1990, 1991; Chen et al. 1991; Kok and Jansen 1991) and finally, diffuse light may be sampled in the rendering stage in addition to specular reflection and direct light (Rushmeier 1988; Chen et al. 1991). Sampling of indirect light allows the simulation of intricate reflection details. However, in complex environments this method will be very expensive and moreover it may bring about aliasing problems. To make aliasing less visible and to obtain a reasonable 2 Erik Reinhard, Lucas U. Tijssen, ....

Chen, S. E., Rushmeier, H. E., Miller, G., Turner, D.: A progressive multi-pass method for global illumination, Computer Graphics 25(4), 165--174, (1991).


Acceleration of Monte Carlo Path Tracing in General.. - Perez.. (2000)   (3 citations)  (Correct)

....is constituted by the phase function and the field radiance. Monte Carlo methods perform importance sampling based on the phase function [2, 10] Chen et al. introduced a multi pass method combining finite element and Monte Carlo steps, with no restrictions on the surfaces optical properties [3]. Their algorithm is based on a classification of light paths and the assignment of three techniques (progressive refinement radiosity, light and Monte Carlo path tracing) to those paths. The progressive refinement radiosity step provides an approximation of the overall illumination, and Monte ....

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. A Progressive Multi-Pass Method for Global Illumination. Computer Graphics (ACM SIGGRAPH '91 Proceedings), 25(4):164--174, July 1991.


Acceleration of Monte Carlo Path Tracing in the.. - Perez, Martín.. (2000)   (Correct)

....constituted by the phase function and the incoming radiance. Monte Carlo methods perform importance sampling based on the phase function [17, 4, 13] Chen et al. introduced a multi pass method combining finite element and Monte Carlo steps, with no restrictions on the surfaces optical properties [5]. Their algorithm is based in a classification of light paths and the assignment of three techniques (progressive refinement radiosity, light and Monte Carlo path tracing) to those paths. The progressive refinement radiosity step provides an approximation of the overall illumination, and Monte ....

S.E. Chen, H.E. Rushmeier, G. Miller and D. Turner. A Progressive Multi-Pass Method for Global Illumination. Computer Graphics (ACM SIGGRAPH '91 Proceedings), 25(4):164--174, 1991.


Conservative Interpolants for Ray Tracing - Teller, Bala, al. (1996)   (1 citation)  (Correct)

....it was computed. A class of hybrid techniques, known as Radiance, Two Pass, or Specular algorithms, has arisen which compute more general representations of the radiance function typically, some discretized approximation to the radiance and or irradiance field at each surface, or in space [30, 31, 28, 27, 4]. However, these representations have typically been enormously expensive to compute and store. Thus, the important visual cues provided by these algorithms (shadows, smooth shading, transparency, reflections, etc. have not been achievable in interactive visual simulation applications. For a ....

....and epsilon tests, the predicate associated with the linetree cell is set to TRUE. Subsequent calls to this linetree cell will be successfully interpolated. 1 ivray was developed for the MIT undergraduate graphics course 6.837. 11 struct LTIntercept int facepair; 0, 5] float in[4]; 4 coords ; Computes radiance values for Ray R and scene S Radiance IpTrace ( Ray R, scene S) HitStructure H; Radiance col; if (Intersect (R, S, H) if (TryInterpolate (H, R, col, S) return col; else return Shade (H, R, eta, maxD, 1.0) else return Background (R, D) ....

Chen, S. E., Rushmeier, H., Miller, G., and Turner, D. A Progressive Multi-Pass Method for Global Illumination. Computer Graphics (SIGGRAPH '91 Proceedings) 25, 4 (July 1991), 165--174.


Biologically and Physically-Based Rendering of Natural Scenes - Baranoski (1998)   (Correct)

.... by non diffuse reflectors) color bleeding (diffuse reflection of light of one colored surface affecting the appearance of another surface) and caustics (view independent concentrations of light on a surface caused by non diffuse reflectors) one has to resort to multipass or hybrid algorithms [50, 115, 199, 210]. The main idea behind these algorithms is that all the different paths of light transfer that will be handled are determined beforehand, and each type of path is handled only once [86] For example, most of these algorithms start with a pass performed by a radiosity method (Chapters 7 and 8) to ....

.... solution, and computed again in one of the other passes, e.g. using photon tracing [198] When applying the notation described earlier to these algorithms, usually each type of light transfer path or mechanism is represented by a specific characteristic expression [86] For example, Chen et al. [50] developed a hybrid algorithm in which they considered four types of light transfer paths. The first type contains no diffuse FUNDAMENTALS OF PHYSICALLY BASED RENDERING 31 elements, and it is represented by LS E. The second corresponds to a single diffuse element with no specular surfaces between ....

[Article contains additional citation context not shown here]

Chen, S., Rushmeier, H., Miller, G., and Turner, D. A progressive multi-pass method for global illumination. Computer Graphics (SIGGRAPH Proceedings) 25, 4 (July 1991), 164--174.


Rendering Caustics on Non-Lambertian Surfaces - Jensen (1996)   (20 citations)  (Correct)

....with this approach is the fact that a large number of photons must be used to eliminate noise in the caustics. Heckbert [7] introduced a method that adaptively subdivided the illumination map into area elements (rexes) with a size corresponding to the local density of the photon hits. Chen et al. [3] and Collins [4] use a fixed illumination map. To eliminate noise they use different filter kernels to spread the energy from each photon onto several area elements. Jensen et al. 9] stored all photon hits explicitly in a photon map and avoided using the illumination map. Instead they introduced ....

....amount of sample rays to produce results that are not too noisy. The most popular techniques today are clearly the backward ray tracing techniques as introduced by Arvo. These methods are often faster and more general than other approaches and they are often used in global illumination techniques [3, 9, 16] to render caustics. They do unfortunately have one significant drawback they are limited to Lambertian surfaces. In many situations this is not a problem. However, within global illumination where accurate rendering is important the Lambertian assumption does not always produces satisfying ....

[Article contains additional citation context not shown here]

Chen, Eric Shenchang; Holly E. Rushmeier, Gavin Miller and Douglass Turner: "A Progressive Multi-Pass Method for Global Illumination". Computer Graphics 25 (4), pp. 164-174, 1991


Fast Global Illumination Including Specular Effects - Granier, Drettakis, Walter (2000)   (4 citations)  (Correct)

....a decimated mesh on graphics hardware or using ray tracing to account for the additional paths from the eye to one or more specular surfaces to the light or a diffuse surface. We will adopt a similar approach for viewing. Combined multi pass radiosity Monte Carlo methods have been proposed (e.g. [20, 2, 14, 19, 17]) but do not fully take advantage of the information provided by one pass to guide and thus accelerate the next. The approaches of Shirley [20] and Chen et al. 2] are precursors to our work in that they also identified the advantage of using radiosity for diffuse illumination. However, since ....

....will adopt a similar approach for viewing. Combined multi pass radiosity Monte Carlo methods have been proposed (e.g. 20, 2, 14, 19, 17] but do not fully take advantage of the information provided by one pass to guide and thus accelerate the next. The approaches of Shirley [20] and Chen et al. [2] are precursors to our work in that they also identified the advantage of using radiosity for diffuse illumination. However, since these methods clearly separate the different types of transfers (e.g. specular reflections are treated as a separate process) they often require complex additions ....

[Article contains additional citation context not shown here]

S. E. Chen, Holly E. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. In Computer Graphics (SIGGRAPH '91), volume 25, pages 165--174, July 1991.


Quasi-Monte Carlo Radiosity - Keller (1996)   (22 citations)  (Correct)

....in x 1 . This procedure is continued for j reflections. 3. 2 Extensions for the Radiance Equation The simulation of more general BRDFs like in [War92] is done by randomization: When a surface is hit, a random decision according to the diffuse ae d and specular ae s reflectivities is made (see [CRMT91]) In the specular case the ray is randomly scattered using the specular distribution. Otherwise we proceed by . 6 0 Delta Delta Delta bae 2 Nc hT 2 fr Le ; Deltai baeNc hTfr Le ; Deltai ....

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner, A progressive Multi-Pass Method for Global Illumination, Computer Graphics, July 1991, pp. 165 -- 174.


Global Illumination using Photon Maps - Jensen (1996)   (40 citations)  (Correct)

....implementation is also compared with the Radiance program. Key words: Global Illumination, Photon Maps, Monte Carlo Ray Tracing 1 Introduction Simulating global illumination in general environments is a complex task. Currently the most successful approaches combine radiosity and ray tracing [24, 5, 34]. Even though ray tracing has been extended with Monte Carlo techniques [14, 19, 27, 29, 32] and radiosity has been extended with directional capabilities [13, 26, 3, 11, 6] neither of the two methods precludes the use of the other. In general Monte Carlo ray tracing is very time consuming and ....

....in order to simulate specular reflections seen by the eye [28, 26, 25, 6] Shirley [24] noticed that the ray tracing method could be used to render shadows as well since radiosity has problems at discontinuities. He also introduced the use of light ray tracing [1] to render caustics. Chen et al. [5] went even further and used path tracing to render all diffuse reflections seen directly by the eye in order to eliminate all visible artifacts from the radiosity algorithm. They only used the radiosity algorithm to model soft indirect illumination. Rushmeier et al. 22] concluded that the ....

[Article contains additional citation context not shown here]

Chen, Eric Shenchang; Holly E. Rushmeier, Gavin Miller and Douglass Turner: "A Progressive Multi-Pass Method for Global Illumination". Computer Graphics 25 (4), pp. 164-174, 1991.


Orientation Lightmaps for Photon Radiosity in Complex.. - Wilkie, Tobler.. (2000)   (1 citation)  (Correct)

....time for form factor based radiosity. They eliminate small, isolated patches and replace clusters of objects with simple, optically equivalent boxes, which are used for the radiosity calculations. Their approach is an extension of a progressive multi pass rendering method proposed by Chen et al. [1]. The authors develop a theoretical basis in order to determine when the use of GSII is appropriate in a scene. 2.4 View dependent methods There are a number of high quality rendering methods available that generate viewpoint dependent results. These sophisticated Monte Carlo global ....

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. In T. W. Sederberg, editor, Computer Graphics (SIGGRAPH '91 Proceedings), volume 25, pages 165--174, July 1991.


Instant Radiosity - Keller (1997)   (41 citations)  (Correct)

....rate. 4.2 Specular Effects To add specular effects, we first let use the full BRDF in the hardware lighting pass, enabling specular highlights as can be seen in figure 8. In the particle generation phase, by a random decision each surface is tested to be specular or diffuse according to its BRDF[CRMT91,War92] In case of specular reflection a virtual light source is generated, i.e. the origin of the ray is mirrored by the specular surface under consideration. The virtual light source now illuminates the part of the scene inside the pyramid spanned by itself and the contour of the reflecting ....

S. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive Multi-Pass Method for Global Illumination. In Computer Graphics (SIGGRAPH 91 Conference Proceedings), pages 165 -- 174, 1991.


Interactive Rendering using the Render Cache - Walter, Drettakis, Parker (1999)   (24 citations)  (Correct)

.... models (e.g. 27, 23] or using perceptual based sampling strategy (e.g. 5] We also like to see our display process used with a wider variety of renderers such as Radiance [28] bidirectional path tracing, photon maps[12] and the ray based gather passes of multipass radiosity methods [7]. Acknowledgements We would like to thank people at the Cornell Program of Computer Graphics and especially Eric Lafortune for helpful early discussions on reprojection. We are indebted to Peter Shirley for many helpful comments and contributions. Also thanks to Greg Larson for making his mgf ....

S. E. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. In SIGGRAPH 91 Conference Proceedings, pages 165--174, July 1991.


Importance Driven Path Tracing using the Photon Map - Jensen (1995)   (23 citations)  (Correct)

....efficient in scenes with highly non uniform indirect illumination. Currently the simulation of global illumination is obtained most efficiently by the two pass methods in which a light pass (i.e. radiosity) produces a solution that is visualized with a simplified path tracing algorithm [14, 17, 5, 13, 7]. Another efficient method or collection of methods is presented in the Radiance rendering program by Ward [23] These two pass methods and the Radiance program do however degrade to pure path tracing in very complex environments where the surfaces are no longer ideal diffuse or ideal specular or ....

....the irradiance stored within the model. It would be more appropriate to use the information created in the light pass to guide the path tracing algorithm. This would also permit the use of the method in two pass techniques where path tracing is used only for the first reflection seen by the eye [5, 13, 7]. In this paper we present an importance sampling scheme in which the scene is preprocessed and rough estimates of the incoming light are created everywhere in the model. These rough estimates are used to generate sampling directions based on probability density functions that more closely fits ....

Chen, Shenchang Eric, Holly E. Rushmeier, Gavin Miller and Douglas Turner, "A Progressive Multi-Pass Method for Global Illumination". Computer Graphics 25 (4), 165-174 (1991).


Pipeline Rendering: Interaction And Realism Through.. - Diefenbach (1996)   (10 citations)  (Correct)

....of the specular light. This light volume can be viewed as light coming from a secondary source whose position is the virtual position of the lightsource reflected or refracted by the specular surface and whose intensity is modulated by the specular material. This light source reclassification[CRMT91] in conjunction with an associated light volume is the basis for specular illumination in our system. 4.3.1 Single Bounce Light Volumes Light volumes from secondary sources are generated in the same Virtual Position Recursion manner as the shadow volumes. Just as shadow volumes stencil the area ....

S. E. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings), 25(4):165--174, July 1991.


Accelerated Bounded-Error Ray Tracing Using Per-Surface.. - Bala, Dorsey, Teller   (Correct)

....is viewed from a fixed viewpoint. At the other end of the spectrum, radiosity algorithms [18] trade scene complexity for interactivity. Radiosity algorithms support interactive viewing, but typically render only diffuse, polygonal environments and require a pre processing phase. Hybrid systems [9, 36, 37, 39, 43] attempt to bridge the gap between these two extremes. However, the view dependent component of radiance has been extremely expensive to compute, and ray tracing image quality is traditionally associated with off line rendering algorithms that are too slow for interactive use. In this paper, we ....

CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. A Progressive Multi-Pass Method for Global Illumination. In Computer Graphics (SIGGRAPH 1991 Proceedings), pp. 165--74.


Bounded-Error Interactive Ray Tracing - Bala, Dorsey, Teller (1998)   (6 citations)  (Correct)

....image from a fixed viewpoint. At the other end of the spectrum, radiosity algorithms[16] trade scene complexity for interactivity. Radiosity algorithms support interactive viewing, but typically render only diffuse, polygonal environments and require a pre processing phase. Other hybrid systems [9, 32, 33, 35, 38] have tried to bridge the gap between these two extremes. However, the view dependent component of radiance has been extremely expensive to compute, and ray tracing image quality is traditionally associated with off line rendering algorithms that are too slow for interactive use. In this paper, we ....

CHEN, S. E., RUSHMEIER, H., MILLER, G., AND TURNER, D. A Progressive Multi-Pass Method for Global Illumination. Computer Graphics (SIGGRAPH '91 Proceedings) 25, 4 (July 1991), 165--174.


Bounded-Error Interactive Ray Tracing - Bala, Dorsey, Teller   (6 citations)  (Correct)

....and conclusions expressed in this document are not necessarily those of the sponsoring agency. scene complexity for interactivity. Radiosity algorithms support interactive viewing, but typically render only diffuse, polygonal environments and require a pre processing phase. Other hybrid systems [9, 33, 34, 36, 40] have tried to bridge the gap between these two extremes. However, the view dependent component of radiance has been extremely expensive to compute, and ray tracing image quality is traditionally associated with off line rendering algorithms that are too slow for interactive use. In this paper, we ....

CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. A Progressive Multi-Pass Method for Global Illumination. In Computer Graphics (SIGGRAPH '91 Proceedings), pp. 165--74.


Adaptive Splatting for Specular to Diffuse Light Transport - Steven Collins (1994)   (13 citations)  (Correct)

....map on a per surface basis. Heckbert proposes tracing rays to the surfaces and recording the distance between these rays with the surface, using this information in the later light pass in order to determine the threshold for quadtree subdivision during illumination map adaptation. Chen et al. [Chen91] propose a similar scheme, where the distance between intersections during this initial size pass is used to specify the resolution for uniform caustic maps. However, this gives a view dependent solution and in general is not appropriate for a general pre process, the results of which we wish to ....

Chen S.E., Rushmeier H.E., Miller G., Turner D., "A Progressive Multi-Pass Method for Global Illumination", Computer Graphics, Vol. 25, No. 4, pp. 165-174, July 1991. 14 Steven Collins


Near-Field Photometry - Measuring and Modeling Complex 3-D.. - Ashdown, Eng (1995)   (6 citations)  (Correct)

....using the above illuminance calculation method. Each illuminated surface patch can then be treated as a secondary light source within the progressive radiosity method solution. The near field photometric database is ideally suited for ray tracing and hybrid ray tracingradiosity methods (e.g. Chen et al. 1991). The luminance of any ray intersecting the luminaire volume can be interpolated from the photometric database. Specular highlights and reflections of the luminaire can be accurately rendered, limited only by the resolution of the video images comprising the database and the accuracy of the ....

Chen, S. E., H. E. Rushmeier, G. Miller and D. Turner. 1991. "A Progressive Multi-Pass Method for Global Illumination," Computer Graphics 25:4 (Proc. ACM SIGGRAPH '91) 25(4):165-174.


A Clustering Algorithm for Radiosity in Complex Environments - Smits, Arvo, Greenberg (1994)   (99 citations)  (Correct)

....[Computer Graphics ] Three Dimensional Graphics and Realism. Additional Key Words: clustering, error bounds, hierarchical radiosity, global illumination. 1 Introduction Recent trends in realistic image synthesis have been towards a separation of the rendering process into two or more stages[10, 2, 9]. One of these stages solves for the global energy equilibrium throughout the environment. This process can be very expensive and its complexity grows rapidly with the number of objects in the environment. These computational demands generally limit the level of detail of environments that can be ....

CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. A progressive multi-pass method for global illumination. In Proceedings of SIGGRAPH'91 (Las Vegas, Nevada, July 28--August 2, 1991) (July 1991), vol. 25, ACM, pp. 165--174.


Efficient Glossy Global Illumination with Interactive.. - Marc Stamminger.. (1999)   (19 citations)  (Correct)

.... areas were successfully trans ferred to the global illumination problem [10, 24] In parallel, several multi pass methods have been developed which combine the advantages of ray tracing and radiosity style calculations [17] others have integrated radiosity calculations a stochastic process [2]. The RADIANCE system [27] particle tracing [12] and photonmaps [8] are also interesting since they collect samples of illumination either on surfaces or in a separate structure, and use a ray cast or trace to render the final image. Pure finite element approaches for glossy illumination have ....

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. Computer Graphics (SIGGRAPH '91), 25(4):165--174, July 1991.


Efficient Linear Re-rendering for Interactive Lighting Design - Teo, Simoncelli, Heeger (1997)   (4 citations)  (Correct)

.... might be particularly useful for re rendering model scenes illuminated by skylight since the distribution of skylight comprises a widespread slowly varying component and a strong, narrow component (the sun) In spirit, this hybrid scheme is akin to Chen s multi pass method for global illumination [5] where the most appropriate method is used to render each type of ray path. Finally, we note how to combine our re rendering scheme with goal based rendering [13, 20] The scheme in [20] automatically determines the intensity settings of a fixed set of lights such that the image of the model scene ....

S E Chen, H E Rushmeier, G Miller, and D Turner. A progressive multi-pass method for global illumination. Computer Graphics, 25(4):165--174, 1991.


Stochastic Rendering of Density Fields - Stam (1994)   (6 citations)  (Correct)

....i u i u Gamma u i Figure 2: Geometry of Ray and Blob from different directions. This scattering acts to smooth the intensity field. In fact it is sometimes modelled as a diffusion process [8] The same smoothing phenomenon due to indirect illumination is also observed in radiosity environments [2]. 6 Implementation In this section we give an efficient algorithm to calculate both the mean and the variance of the integrals in the transparency. We also give an algorithm to calculate the average source function from the mean density field. 6.1 Calculation of the Transparency We assume that ....

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. "A Progressive Multi-Pass Method for Global Illumination". ACM Computer Graphics (SIGGRAPH '91), 25(4):165--174, July 1991.


Structured Sampling And Reconstruction Of Illumination For Image .. - Drettakis (1994)   (14 citations)  (Correct)

....restrictions. A number of hybrid or two pass methods also exist, which attempt to combine the merits of the finite element approaches and the stochastic techniques, thus being able to render more general environments (e.g. Wallace, Cohen and Greenberg [68] Sillion and Puech [55] Chen et al. [11]) Although the diffuse assumption is somewhat restrictive, the problems that need to be solved are sufficiently difficult to justify this choice. In addition, this restriction will allow more rigorous studies of illumination to be performed as a first step, leading to better understanding of ....

Chen, Shenchang Eric, Holly E. Rushmeier, Gavin Miller and Douglass Turner, "A Progressive Multi-Pass Method for Global Illumination," Computer Graphics (SIGGRAPH '91 Proceedings), vol. 25, no. 4, pp. 164-74, July 1991.


Clustering for Glossy Global Illumination - Christensen, Lischinski.. (1996)   (29 citations)  (Correct)

....a new clustering scheme suitable for general glossy environments and show that this scheme is asymptotically more efficient than previous clustering algorithms for global illumination. 1. 1 Previous Work In part because of the high dimensionality of glossy global illumination, Monte Carlo methods [6, 19, 24, 29] have been the most widely used to date for simulating illumination in complex glossy scenes. However, Monte Carlo methods suffer from noisy artifacts and fairly slow convergence. One notable approach toward reducing these problems has been taken by Ward [36, 37] in which the diffuse ....

....and importance driven refinement, shows great promise for the glossy global illumination problem. Our clustering algorithm could also be used to improve other global illumination methods. For instance, it could be used as the first pass in the progressive multipass method of Chen et al. [6], or to provide a system like radiance [36] with a function for importance sampling. In summary, there has been a long progression of finite element algorithms for global illumination over the last decade, starting with a dense matrix solution [13] and continuing through progressive, ....

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. "A Progressive Multi-Pass Method for Global Illumination," Proceedings of SIGGRAPH '91, in Computer Graphics, 25(4), July 1991, pages 165--174.


A Hierarchical Illumination Algorithm for Surfaces with.. - Aupperle, Hanrahan (1993)   (50 citations)  (Correct)

....generally solved using either Monte Carlo or finite element techniques. Monte Carlo algorithms sometime go under the name of distributed or stochastic ray tracing and are the most commonly used in computer graphics (e.g. see Cook 1986; Kajiya 1986; Ward et al. 1988; Heckbert 1990; Shirley 1990; Chen et al. 1991). Monte Carlo techniques have the advantage that they are easy to implement and can be used for complicated geometries and reflection functions. Unfortunately, their disadvantage is that they are notoriously inefficient. The second approach, the finite element method, has been very successfully ....

Chen, S.E., Rushmeier, H.E., Miller, G., Turner, D. (1991) A progressive multi-pass method for global illumination. Computer Graphics 25 (4), 165-174.


Perturbation Methods for Image Synthesis - Chen, Arvo (1999)   Self-citation (Chen)   (Correct)

....advantage has been exploited for interactive viewing in architecture walk through. Some techniques [29, 31, 72] even extend radiosity to dynamic environments. However, radiosity is constrained by di#use and polygonal environments. In order to compensate for each other, some hybrid systems [23, 74, 73, 83, 85] used multiple pass rendering to combine ray tracing and radiosity for more realistic global illumination e#ects. However, one important reason why ray tracing and radiosity are impractical for interactive applications is that most rendering systems recompute the entire image of the scene without ....

S.E. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. Computer Graphics, 25(4):165--174, July 1991.


Implementation and Analysis of an Image-Based Global.. - Nimeroff, Dorsey.. (1996)   (9 citations)  Self-citation (Rushmeier)   (Correct)

....capture the effects of object motion. Further, we consider how global illumination can be efficiently computed to generate each of the range images. Previous global illumination methods have successfully exploited spatial coherence by separating the calculation of direct and indirect illumination [8], 32] We build on this idea and exploit temporal coherence as well by separating the calculation of temporal variations in direct and indirect illumination. These innovations form the basis of a new framework that allows the rapid generation of views along arbitrary paths within a view space, ....

....of object and image approaches. Detailed radiance is only computed for objects which appear in the image. Spatial coherence is exploited by calculating multiple reflections in object space. Examples of hybrid methods are the Radiance system and the multi pass progressive refinement methods [8], 23] 31] Specifically, in hybrid methods, visibility and direct illumination calculations, for which the level of detail is limited by the pixel resolution, are computed in image space. Indirect illumination is computed in object space. In general, illumination is a continuous field, with ....

S. E. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings), 25(4):165--174, July 1991.


A Framework for Global Illumination in Animated Environments - Nimeroff, Dorsey, Rushmeier (1995)   (3 citations)  Self-citation (Rushmeier)   (Correct)

....capture the effects of object motion. Further, we consider how global illumination can be efficiently computed to generate each of the range images. Previous global illumination methods have successfully exploited spatial coherence by separating the calculation of direct and indirect illumination [6, 23]. We build on this idea and exploit temporal coherence as well by separating the calculation of temporal variations in direct and indirect illumination. These innovations form the basis of a new framework that allows the rapid generation of views along arbitrary paths within a view space, which ....

....of object and image approaches. Detailed radiance is only computed for objects which appear in the image. Spatial coherence is exploited by calculating multiple reflections in object space. Examples of hybrid methods are the Radiance system and the multi pass progressive refinement methods [6] [18] Specifically, in hybrid methods, visibility and direct illumination calculations, for which the level of detail is limited by the pixel resolution, are computed in image space. Indirect illumination is computed in object space. In general, illumination is a continuous field, with sharp ....

S. E. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings), 25(4):165--174, July 1991.


Perturbation Methods for Image Synthesis - Chen (1999)   Self-citation (Chen)   (Correct)

....advantage has been exploited for interactive viewing in architecture walk through. Some techniques [29, 31, 72] even extend radiosity to dynamic environments. However, radiosity is constrained by di#use and polygonal environments. In order to compensate for each other, some hybrid systems [23, 74, 73, 83, 85] used multiple pass rendering to combine ray tracing and radiosity for more realistic global illumination e#ects. However, one important reason why ray tracing and radiosity are impractical for interactive applications is that most rendering systems recompute the entire image of the scene without ....

S.E. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. Computer Graphics, 25(4):165--174, July 1991. 119


A Framework for Global Illumination in Animated Environments - Nimeroff, Dorsey, Rushmeier (1995)   (3 citations)  Self-citation (Rushmeier)   (Correct)

....the effects of object motion. Further, we consider how global illumination can be efficiently computed to generate each of the range images. Previous global illumination methods have successfully exploited spatial coherence by separating the calculation of direct and indirect illumination [6, 21]. We build on this idea and exploit temporal coherence as well by separating the calculation of temporal variations in direct and indirect illumination. These innovations form the basis of a new framework that allows the rapid generation of views along arbitrary paths within a view space, which ....

....of object and image approaches. Detailed radiance is only computed for objects which appear in the image. Spatial coherence is exploited by calculating multiple reflections in object space. Examples of hybrid methods are the Radiance system and the multi pass progressive refinement methods [6, 16]. Specifically, in hybrid methods, visibility and direct illumination calculations, for which the level of detail is limited by the pixel resolution, are computed in image space. Indirect illumination is computed in object space. In general, illumination is a continuous field, with sharp ....

S. E. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings), 25(4):165--174, July 1991.


Unknown - This Is The (2004)   (Correct)

No context found.

CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. 1991. A progressive multi-pass method for global illumination. In Computer Graphics (SIGGRAPH '91 Conference Proceedings). Computer Graphics Annual Conference Series, vol. 25. ACM, New York, 165--174.


Component-Based Adaptive Sampling - Debattista, Chalmers   (Correct)

No context found.

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. In SIGGRAPH '91: Proceedings of the 18th annual conference pages 165--174. ACM Press, 1991.


A Final Reconstruction Approach for a Unified Global.. - Granier, al. (2004)   (2 citations)  (Correct)

No context found.

CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. 1991. A progressive multi-pass method for global illumination. In Computer Graphics (SIGGRAPH '91 Conference Proceedings). Computer Graphics Annual Conference Series, vol. 25. ACM, New York, 165--174.


Method of Displaying Optical Effects within Water using.. - Nishita, Nakamae (1994)   (8 citations)  (Correct)

No context found.

S.E. Chen, H.E. Rushmeier, G. Miller, D. Turner, "A Progressive Multi-Pass Method for Global Illumination," Computer Graphics, Vol. 25, No. 4, (1991),pp. 165-174.


Adaptive Representation of Specular Light Flux - Bričre, Poulin (2000)   (Correct)

No context found.

S.E. Chen, H.E. Rushmeier, G. Miller, and D. Turner. A progressive multi-pass method for global illumination. In Computer Graphics (SIGGRAPH '91 Proceedings), volume 25, pages 165--174, July 1991.


A Two-Pass Hardware-Based Method for Hierarchical Radiosity - Martin, Pueyo (1998)   (1 citation)  (Correct)

No context found.

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner, "A Progressive Multi-Pass Method for Global Illumination ", in Computer Graphics (ACM SIGGRAPH '91 Proceedings), vol. 25, pp. 164--174, (July 1991).


Real-Time Caustics - Wand, Straßer (2003)   (Correct)

No context found.

Chen, E., Rushmeier, H. E., Miller, G., Turner, D.: A Progressive Multi-Pass Method for Global Illumination. In: SIGGRAPH 91 Conference Proceedings, 164-174, 1991.


Interactive Global Illumination using Fast Ray Tracing - Wald, Kollig, Benthin.. (2002)   (11 citations)  (Correct)

No context found.

S. Chen, H. Rushmeier, G. Miller, and D. Turner. A progressive Multi-Pass Method for Global Illumination. Computer Graphics (Proceedings of SIGGRAPH 91), 25(4):165 -- 174, 1991. 3


Hierarchical Higher Order Face Cluster Radiosity for.. - Gobbetti, Spano, Agus (2003)   (Correct)

No context found.

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner, "A progressive multi-pass method for global illumination", Computer Graphics, 25(4), pp. 165--174 (1991). 2


Weighted Multipass Methods for Global Illumination - Suykens, Willems (1999)   (7 citations)  (Correct)

No context found.

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner, "A progressive multi-pass method for global illumination", Computer Graphics (SIGGRAPH '91 Proceedings), 25(4), pp. 165--174 (1991).


Representation And Processing Of Surface Data - Greiner   (Correct)

No context found.

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. A progressive multipass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings), 25(4):165--174, July 1991.


Selected Applications - Paulus   (Correct)

No context found.

S. E. Chen, H. E. Rushmeier, G. Miller, and D. Turner. A progressive multipass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings), 25(4):165--174, July 1991.


Bi-Directional Path Tracing - Eric Lafortune Yves (1993)   (54 citations)  (Correct)

No context found.

Chen, S.E., Rushmeier, H.E., Miller, G., Turner, D. 1991. A progressive multi-pass method for global illumination. In Computer Graphics, volume 25, pages 164--174.


Ray Tracing Abstracts Survey - Wilson   (Correct)

No context found.

Chen, Shenchang Eric, Holly E. Rushmeier, Gavin Miller, and Douglass Turner. "A Progressive MultiPass Method for Global Illumination." SIGGRAPH '91, p. 165-174. f75g


Combining Bidirectional Path Tracing And Multipass Rendering - Frank Suykens Yves (1999)   (2 citations)  (Correct)

No context found.

Rushmeier, Gavin Miller, and Douglass Turner. A progressive multipass method for global illumination. Computer Graphics (SIGGRAPH '91 Proceedings), 25(4):165-174, July 1991.


A Rendering Equation for Specular Transfers and Its Integration.. - Yu, Wu (1997)   (Correct)

No context found.

S.E. Chen, H.E. Rushmeier, G. Miller, and D. Turner, "A Progressive Multi-Pass Method for Global Illumination ", Computer Graphics, 25(4), pp.165--174 (1991).

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