Publications Philip Dutré
advanced global illumination Philip Dutré, Philippe Bekaert, Kavita Bala
Advanced Global Illumination
AK Peters, ISBN 1-56881-177-2, August 2003

Book Website
bidirectional texture functions198 Frank Suykens, Karl vom Berge, Ares Lagae and Philip Dutré
Interactive Rendering with Bidirectional Texture Functions
Computer Graphics Forum 22(3), September 2003 and presented at Eurographics 2003, Granada, Spain, September 2003

Project Page at K.U.Leuven
surfels csg Bart Adams and Philip Dutré
Interactive Boolean Operations on Surfel-Bounded Solids
SIGGRAPH 2003, San Diego, 28-31 July 2003. (also in ACM Transactions On Graphics, July 2003)

Project Page at K.U.Leuven

light field Vincent Masselus, Pieter Peers, Philip Dutré and Yves D. Willems
Relighting with 4D Incident Light Fields
SIGGRAPH 2003, San Diego, 28-31 July 2003. (also in ACM Transactions On Graphics, July 2003)

Project page at K.U.Leuven

wavelet environment matting Pieter Peers, Philip Dutré
Wavelet Environment Matting
  • Published in/Presented at Eurographics Symposium on Rendering, Leuven, Belgium, 25-27 June 2003
  • Also presented at "Hierarchical Methods in Computer Graphics", Dagstuhl Seminar 03271, Dagstuhl, Germany, June 29-July 4, 2003 (by Philip Dutré)
Project Page at K.U.Leuven
Pieter Peers, Philip Dutré
Accurate Image Based Re-lighting through Optimization
  • SIGGRAPH 2002 Sketch, SIGGRAPH, San Antonio, July 2002
  • Report CW336, Departement of Computer Science, K.U.Leuven, April 2002.
  • Poster presentation at 13th Eurographics Workshop on Rendering, Pisa Italy, 26-28 June 2002
Project Page at K.U.Leuven

Vincent Masselus, Philip Dutré and Frederik Anrys,
The Free-form Light Stage
  • 13th Eurographics Workshop on Rendering. Pisa Italy, 26-28 June 2002
  • SIGGRAPH 2002 Sketch, SIGGRAPH, San Antonio, July 2002
  • Report CW335, Department of Computer Science, K.U.Leuven, April 2002
Project Page at K.U.Leuven

Hector Yee, Philip Dutré, Sumant Pattanaik
Fundamentals of Lighting and Perception: The Rendering of Physically Accurate Images
Games Developer's Conference, San Jose, March 2002

Abstract
This paper introduces the foundations of physically accurate rendering in computer graphics. As graphics hardware and processing power improves, we begin to create images in real time that rival real world photography. This paper lays the groundwork for creating such images, working from the most critical component of realistic image generation, the rendering equation. This paper reviews all stages of realistic rendering and physically accurate image generation: description of reflectance properties of materials; solving the rendering equation using Monte Carlo integration; tone reproduction operators to realistically show the images on limited dynamic range displays; and perceptual techniques that can be used to accelerate rendering.

pdf file (K.U.Leuven)
Ph. Dutré, Kavita Bala, Philippe Bekaert
Advanced Global Illumination
  • SIGGRAPH 2001 Course Notes (Course 20), Los Angeles, August 2001
  • SIGGRAPH 2002 Course Notes (Course 2), San Antonio, July 2002
Ph. Dutré, Parag Tole, Donald P. Greenberg
Approximate Visibility for Illumination Computations using Point Clouds,
Technical Report PCG-00-01, Program of Computer Graphics, Cornell University (June 2000)

Also as:
Ph. Dutré,
Visibility in  Point Clouds,
The Dagstuhl Seminars on 3D Interactive Graphics and Rendering, Schloss Dagstuhl, Germany (June 2000)

Abstract
In this report, we present a simple technique to evaluate the visibility between pairs of points in a scene. In most current rendering algorithms, visibility queries are evaluated exactly. Our approach approximates the visibility value between two points using a point cloud representation of the surfaces in the scene. The computed value is a function of the distance and orientation of points in the point cloud relative to the line segment connecting the two query points.

Dagstuhl PowerPoint presentation
Page at Cornell, includes pdf version of report

David Hart, Philip Dutré, and Donald P. Greenberg
Direct illumination with lazy visibility evaluation,
In Alyn Rockwood, editor, SIGGRAPH 99 Conference Proceedings, Annual Conference Series, page ?? ACM SIGGRAPH, Addison Wesley, August 1999.

Abstract
In this paper we present a technique for computing the direct lighting in a three-dimensional scene containing area light sources. Our method correctly handles partial visibility between luminaires and receivers, and is able to efficiently generate accurate soft shadows in scenes modeled with general bidirectional reflectance distribution functions. In most current algorithms, the form factor between a light source and receiver is computed using a stochastic ray casting approach which evaluates partial visibility. Such an approach often leads to noisy artifacts or aliasing problems. Generating significantly more rays is often the only solution to improving image quality. Our approach first stores visibility information in the image plane, using lazy evaluation of the visibility function. In a second phase, illumination values for each pixel are generated, using analytic or stochastic integration. Soft shadows and other shading effects are generated with high accuracy in less time than with existing shading algorithms. Coherence in specific blocker-light source relationships across the image plane is exploited to amortize the cost of analytic form factor calculations. By storing information in the image plane, our method is currently designed for generating a single image, and is thus view-dependent.

Page at Cornell, includes pdf version of paper

Ph. Bekaert, Ph. Dutré and Y.D. Willems,
Final Radiosity Gather Step using a Monte Carlo Technique with optimal Importance Sampling,
Report CW275, Department of Computer Science, K.U.Leuven (November 1998).

Abstract
In this paper, an improved Monte Carlo based technique is presented to perform a per-pixel final gather step, also referred to as a local pass in radiosity computations. Using importance sampling based on the results from the finite-element radiosity computation, we achieve a very high image quality at a much lower cost compared to other common techniques. The theory in this paper examplifies how finite element and Monte Carlo techniques for rendering can be combined elegantly.

Gzipped postscript (link to K.U.Leuven)
pdf file (K.U.Leuven)

Ph. Dutré, F. Suykens, Y.D. Willems,
Optimized Monte Carlo Path Generation using Genetic Algorithms,
Report CW267, Department of Computer Science, K.U.Leuven (May 1998).

Abstract
In this technical report we present a new method for optimizing the generation of paths in Monte Carlo global illumination rendering algorithms. Ray tracing, particle tracing, and bidirectional ray tracing all use random walks to estimate various fluxes in the scene. The probability density functions necessary to generate these random walks are optimized using a genetic algorithm, such that a significant reduction of the variance, and thus more reliable flux estimates, are obtained. 

Page at K.U.Leuven
pdf file (K.U.Leuven)

Ph. Dutré, Ph. Bekaert, F. Suykens, Y.D. Willems,
Bidirectional Radiosity,
Rendering Techniques '97, Springer Verlag Wien-New York, 1997
Also in: Proceedings of the 8th Eurographics Workshop on Rendering, St.Etienne, France (June 1997)

Abstract
In this paper we present a new algorithm for solving the global illumination problem, based on the mathematical framework resulting from the dual set of equations that describe light transport in a three-dimensional environment. The proposed method is a finite element algorithm and propagates radiance as well as potential, thereby focusing on the rapid and efficient computation of the flux emitted by selected patches. We will show that the method takes into account all possible light paths, and that a faster solution can be obtained compared to other radiosity algorithms. 

Page at K.U.Leuven

Ph. Dutré,
Mathematical Frameworks and Monte Carlo Algorithms for Global Illumination in Computer Graphics,
PhD Thesis, Katholieke Universiteit Leuven (September 1996).

Page at K.U.Leuven

Ph. Dutré,
Mathematical Frameworks for Global Illumination,
The Dagstuhl Seminars on Rendering, Schloss Dagstuhl, Germany (June 1996)

Page at K.U.Leuven

Ph. Dutré, Y.D. Willems,
Potential-driven Monte Carlo Particle Tracing for Diffuse Environments with Adaptive Probability Functions,
Rendering Techniques '95, P.M. Hanrahan, W. Purgathofer (eds.), Springer-Verlag 1995, ISBN 3-211-82733-1
Also in: Proceedings of the 6th Eurographics Workshop on Rendering, Dublin, Ireland (June 1995).

Abstract
A possible method for solving the global illumination problem is to use a Monte Carlo model, where particles are shot from the light sources and perform a random walk through the scene. The proposed algorithm tries to optimise the sampling process by constructing probability functions that closely match the visual potential function. Importance sampling ensures us that, within the given resolution and accuracy of the probability functions, particles are used in an optimal way, thereby lowering the overall variance of the picture. Sampling based on the local potential functions is done at light sources and surface patches, and thus influences every step of the random walk of a particle. 

Page at K.U.Leuven

Ph. Dutré, Y.D. Willems,
Importance-driven Monte Carlo Light Tracing,
Photorealistic Rendering Techniques, G. Sakas, P. Shirley, S. Müller (eds.), Springer-Verlag 1995, ISBN 3-540-58475-7
Also in: Proceedings of the 5th Eurographics Workshop on Rendering, Darmstadt, Germany (June 1994).

Abstract
One possible method for solving the global illumination problem is to use a particle model, where particles perform a random walk through the scene to be rendered. The proposed algorithm uses this particle model, but computes the illumination of the pixels in a direct manner. In order to optimise the sampling process, adaptive probability density functions are used. The result is that particles are shot to those regions with a high potential capability. This algorithm has some advantages, such as the absence of a mesh and the possibility to handle all types of light-surface interactions with the same method. 

Page at K.U.Leuven

Ph. Dutré, E.P. Lafortune, Y.D. Willems,
A Mathematical Framework for Global Illumination Algorithms,
Proceedings of the Winter School of Computer Graphics and CAD Systems '94, Pilsen, Czech Republic (January 1994), pp. 75-84.

Abstract
This paper describes a mathematical framework for rendering algorithms. Starting from the rendering equation and the potential equation, we will introduce the Global Reflection Distribution Function (GRDF). By using the GRDF, we are able to compute the behaviour of light in an environment, independent of the initial lighting or viewpoint conditions. This framework is able to describe most existing rendering algorithms. 

Page at K.U.Leuven

Ph. Dutré, E.P. Lafortune, Y.D. Willems,
Monte Carlo Light Tracing with Direct Computation of Pixel Intensities,
Proceedings of Compugraphics '93, Alvor, Portugal (December 1993), pp. 128-137.

Abstract
A possible method for solving the global illumination problem is to use a particle model, where particles perform a random walk through the scene. The proposed algorithm uses this particle model, but computes the illumination of pixels in a direct manner. It will be shown that the algorithm can be derived from a rewritten formulation of the potential equation. This algorithm has some advantages, including the absence of a mesh and the possibility to handle all types of light-surface interactions with the same method. 

Page at K.U.Leuven


 

Publications Philip Dutré (Dutch)

Ph. Dutré en Y.D. Willems
Computervisualisatie: van draadmodel tot fotorealisme
in Van Vectorruimte tot Hyperruimte, Liber Amicorum Emeritaat professor Ludo Buyst
Departement Computerwetenschappen K.U.Leuven 1996, onder redactie van R. Piessens
Ph. Dutré en Rudi Cuyvers
Virtuele realiteit: reeel of virtueel?
Kultuurleven, februari 1996 (Kultuurleven en Davidsfonds)
Van Tam Tam tot Virtuele Realiteit: Telecommunicatie in Opmars
Hoofdstuk 5, "Natuurgetrouwe weergave via virtuele realiteit"
Davidsfonds Leuven 1995, onder redactie van Rudi Cuyvers & Bart van der Herten