Philip Dutré, Philippe Bekaert, Kavita Bala
Advanced Global Illumination
AK Peters, ISBN 1-56881-177-2, August 2003
Book Website
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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
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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
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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
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Pieter Peers, Philip Dutré
Wavelet Environment Matting
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Published in/Presented at Eurographics Symposium
on Rendering, Leuven, Belgium, 25-27 June 2003
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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
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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
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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
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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)
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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
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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
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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
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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)
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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)
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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
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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
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Ph. Dutré,
Mathematical Frameworks for Global Illumination,
The Dagstuhl Seminars on Rendering, Schloss Dagstuhl, Germany (June
1996)
Page
at K.U.Leuven
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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
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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
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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
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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
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