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Advanced Global Illumination

Using global illumination algorithms significantly improves the realism of synthetic images. Both the hardware and algorithms at hand are now mature enough to consider lighting simulations even for animated environments feasible. We have proposed several new algorithmic solutions which aim at either providing a fast feedback to the user in interactive scenarios, in order to improve the usability of lighting simulation, or at shortening production time for high quality movie sequences.

A vast majority of global illumination techniques is based on some form of ray shooting therefore it is instrumental to make the ray computation as efficient as possible. In Section 0.1.1 we describe our real time ray tracing solution and its applications to the global illumination computation. For many practical applications the scene geometry remains mostly static and the main issue is dynamic lighting simulation. In Section 0.1.2 we discuss our research on Precomputed Radiance Transfer techniques and we present their application in a virtual reality system. In Sections 0.1.3 and 0.1.4 we overview our off-line global illumination and rendering techniques which are aimed at the high quality rendering. In Section 0.1.3 we discuss some extensions for core path tracing algorithms which improve the error estimation and result in a more efficient sample selection. In Section 0.1.4 we present our animation rendering solutions which exploit temporal coherence between subsequent animation frames to improve the rendering efficiency and reduce temporal aliasing.


Realtime Ray Tracing

Investigators: Ingo Wald, Johannes Günther, in conjunction with the Computer Graphics Group at Saarland University

One of the key ingredients to any kind of global illumination algorithm is ray tracing. Thus, realtime ray tracing offers a great potential for eventually computing global illumination at interactive rates. For this reason, we are also pursuing the topic of realtime ray tracing, both in core ray tracing technology, as well as in its application to fast and interactive global illumination.

The research on realtime ray tracing is performed mostly within the RTRT/OpenRT realtime ray tracing project [Wal04,Web]. This project aims at achieving realtime ray tracing performance on commodity desktop PCs and small PC clusters. It was originally founded at the neighboring Saarland University [WSBW01,WSB01], but is now also being actively worked on at the MPII.

Core Ray Tracing

While core ray tracing technology - i.e., the ability to quickly intersect rays with geometry - is not automatically related to global illumination, it bears a huge potential of accelerating global illumination as well. Therefore, we are also pursuing core ray tracing research without direct application to global illumination.

Since 2003, we have been working mostly on extending the OpenRT core to support more and different kinds of geometry. In particular, the OpenRT system has been extended to now also support free form geometry [BWS04], point-based models, and isosurface data sets [MKF+04,WFM+]. For all these extensions, we have taken special care to achieve a clean integration in which all existing modules continue to work as before. In particular the handling of dynamic scenes [WBS03a] and the interactive global illumination framework [WKB+02] (see below) work for these new kinds of geometry just as well as on triangles.

Additionally, we have been working extensively on extending the OpenRT system to handle massively complex data sets. This not only comprises large volumetric data sets like the Visible Female and the 8 Gigabyte Lawrence-Livermore data set [WFM+] (see Figure 0.1), but in particular the handling of massively complex triangular scenes.

For this purpose, the OpenRT system has been extended by an interactive out-of-core (OOC) ray tracing framework [WDS04,DWS04,Wal04]. In contrast to earlier approaches towards ray tracing massively complex models [WSB01], the new framework is significantly more powerful. Even for the complete ``Boeing 777'' model - which consists of 350 million triangles and roughly 40GB scene data on disk - we achieve interactive performance on a single dual-Opteron desktop PC [WDS04]. This is achieved by explicitly managing the scene data in an operating system friendly way, avoiding page-faults by killing off potentially page-faulting rays, and by loading the missing data asynchronously from the disk. As not all missing data can be loaded within the same frame, we use some precomputed, lightfield-like proxy data for faulting rays [WDS04]. Once all data is loaded into memory, the complete model is rendered without any kind of simplifications or approximations at all. Of course, all usual effects like shadows, reflections, etc. are fully supported even for the out-of-core ray tracing module.

Since its original publication in 2004, the system has been extended to also run on SGI Altix shared memory systems, and is currently being evaluated by Boeing Corp. for integration into the industrial workflow.

Figure 0.1: High-quality visualization of massively complex scenes: a) The 8GB Lawrence Livermore isosurface data set, rendered interactively on a single PC, including shadows. b) The ``bonsai'' isosurface, rendered interactively with global illumination. c) The 350 million triangle ``Boeing 777'' model, with shadows, rendered on a single dual-Opteron PC. d) Zoom into the cockpit.
Image new_llnl_200_complete_phong Image bonsai_closeup_lamp_globillum
(a) (b)
Image shadows-overview Image shadows-cockpit
(c) (d)

Instant Global Illumination

Ray tracing is an essential tool for virtually all of todays global illumination algorithms. By itself however, it does not automatically compute global effects like smooth shadows or indirect illumination. In order to leverage the availability of realtime ray tracing for achieving interactive global illumination as well, the Instant Global Illumination Method [WKB+02,BWS03,Wal04] is particularly designed to fit the requirements of a distributed ray tracing engine. Instant Global Illumination - which was developed in 2002 at Saarland University - shoots lights particles into the scene, and places ``Virtual Point Lights'' (VPLs) where these light particles hit the scene. The scene is then ray traced, and illumination is computed by shooting shadow rays towards these VPLs. As the VPLs represent both direct and indirect (diffuse) illumination, all of the most important kinds of illumination can be simulated: Hard as well as smooth shadows, direct and indirect illumination, reflections, refraction, and - in combination with Photon Mapping [Jen97,Jen96] - even some simple form of caustics (see Figure 0.2a-c).

In 2003, this method was extended to also handle massively complex scenes with millions of polygons and thousands of light sources [WBS03b,WPS+03,Wal04]. This is achieved via a two-step algorithm: In a first step, a path tracer gathers information on the importance of the different light sources. This information is then used in the second step to concentrate all computations to the actually visible light sources, thereby achieving reasonable rendering quality even under interactive performance (see Figure 0.2d).

Figure 0.2: Instant Global Illumination (IGI). (a) MGF office scene with soft shadows, reflections, refractions, and a caustic from the glass ball. (b) Conference room with 280,000 triangles and 220 light sources, (c) IGI in the 12.5 million triangle ``power plant'' scene. All scenes run at several frames per second in 640x480 while allowing interactive scene updates. (d) The extended Instant Global Illumination method in the highly complex ``Soda Hall'' model (2.5 million triangles, ~23,000 lights). Note that (a) was rendered with an older system, and caustics are currently not supported in the new version.
Image teas0 Image quality1
(a) (b)
Image powerplant_0 Image interactive_soda3_16_lt
(c) (d)

Realtime Photon Mapping

In the way discussed above, Instant Global Illumination is a powerful technique for simulating global illumination. However, it cannot capture all kinds of light transport equally well. In particular caustics (i.e., the patterns caused by light being focussed through reflection or refraction) cannot be captured easily with this method - whereas the original method [WKB+02] still supported some simple form of photon mapping. Unfortunately, due to their often bright and visually important patterns, caustics are a desirable effect in global illumination, and their absence often results in a dull, unrealistic appearance.

For this reason, we have developped a new method [GWS04] that allows for interactively simulating caustics via a variant of Photon Mapping as originally introduced by Jensen et al. [Jen97,Jen96]. Our method builds on the existing OpenRT Realtime Ray Tracing framework [Wal04], but is particularly designed for interactive, distributed Photon Mapping. In particular, this required solving three problems: reducing the photon generation time, reducing the photon query time, and fitting the whole process into the constraints imposed by a distributed realtime ray tracing system.

Faster Photon Queries:

Virtually all literature on Photon Mapping proposes to store the photons in a balanced kd-tree, which allows for asymptotically optimal O(log N) query times, and additionally does not require any additional memory at all. However, the balancing can be detrimental on performance, in particular if the photons are irregularly distributed. Therefore, we have proposed a new heuristic for accelerating photon mapping, the Voxel Volume Heuristic (VVH) [WGS04]. The VVH explicitly unbalances the kd-tree used for storing the photons, in a way such that the expected value of the number of touched photons during photon query gets minimized. For typical scenes, the VVH can reduce the number of touched photons by significant factors, translating to photon map queries that are 1.3 to 5.8 times faster [WGS04] than a balanced kd-tree.

Faster Photon Generation:

Typically, photon mapping spends several seconds per frame in photon generation, which obviously is not possible for an interactive application. Therefore, we have developped new methods for significantly reducing the photon generation time. First, we have adapted our data structures and algorithms to allow for temporal accumulation of photon maps during runtime, thereby allowing for switching to a coarser, cheaper photon map during scene modifications. After scene modification, the photon map resolution is gradually and progressively improved, eventually reaching a very high-quality photon map after only few frames. Additionally, we use a variant of Selected Photon Tracing [DBMS02] to trace only those photon paths that actually contribute to caustics, reducing the number of computed trajectories by a significant factor.

Distributed Photon Mapping:

In order to achieve interactive performance, our framework builds on the existing OpenRT realtime ray tracing framework [Wal04]. To exploit its full performance, our system had to be specially designed to allow for distributed execution across a cluster of PCs [GWS04]. To this end, we combine ideas from Instant Global Illumination [WKB+02] with a static load balancing scheme and a framework for distributed Photon Mapping. In particular, different clients work on only a subset of all photons using a different, coarser photon map on each client. The individual clients' results are then combined in a filtering stage on the server.

Using our distributed Photon Mapping framework, we achieve realtime photon mapping performance of up to 22 frames per second on non-trivial scenes, while still allowing for interactively updating all aspects of the scene, including lighting, material properties, and geometry (see Figure 0.3).

Figure 0.3: Several examples of our distributed realtime photon mapping framework: (a) Specular metal ring, including multiple reflections. (b) Cognac glass with detailed caustics. (c) Interactive visualization of the light emission characteristics of a car headlight. (d) Reference photo of the same headlight. Using our framework, these scenes can be rendered interactively, running at 21, 12, and 11 frames per second, on 8, 13, and 18 dual-AMD AthlonMP 1800+ PCs, respectively.
Image ring_two Image glass_std
(a) (b)
Image headlight_40_rendered_accum Image headlight_40_photo
(c) (d)


Interactive Scene Relighting

Investigators: Thomas Annen, Kirill Dmitriev, Grzegorz Krawczyk, Karol Myszkowski, and Michael Goesele

Precomputed Radiance Transfer (PRT) [SKS02] has become a standard base method for realtime global illumination rendering of static scenes. Computationally expensive parts of the simulation such as material reflectance computation, light integration, and interreflection/occlusion determination are done offline in a precomputation phase. Incident lighting as well as the light transport within the scene are expressed in low order Spherical Harmonics which allows compact storage and fast reconstruction, hence attaining realtime framerates.

However, one drawback of this class of algorithms is that they assume that the incident light emitted by low-frequency but distant lighting is sampled only once at the center of the object/scene. According to this assumption it is possible to reuse the precomputed incident light vector along all scene vertices, which gives a significant speedup. For interaction with nearby emitters, computing the incident radiance at the center of an object only is not sufficient. The previous mentioned techniques [SKS02] then require expensive sampling of the incident radiance field at many points distributed over the object. Therefore, we continued research along this path (in collaboration with Jan Kautz and Fredo Durand from the MIT) and developed a new technique [AKDS04] that alleviates this costly requirement by using a first-order Taylor expansion of the spherical-harmonic lighting coefficients around a point. We propose an interpolation scheme based on these gradients requiring far fewer samples (one is often sufficient). We show that the gradient of the incident-radiance spherical harmonics can be computed for little additional cost compared to the coefficients alone. We introduce a semi-analytical formula to calculate this gradient at run-time and describe how a simple vertex shader can interpolate the shading. The interpolated representation of the incident radiance can be used with any low-frequency light-transfer technique using Spherical Harmonics.

The difference in quality is depicted in Figure 0.4 which shows a hand model shaded using various means and lit by a green and red local area light. Figure 0.4(a) shows the standard method of using only one sample at the center (the method of Sloan et al. [SKS02]). Figure 0.4(b) illustrates the same model shaded using one sample and the analytical gradient, as we propose. The last image Figure 0.4(c) shows a reference rendering where the incident radiance field is sampled per-vertex. As our method achieves quite good results with only little additional cost it can easily be used to enhance the level of realism in future games or entertainment application. ATIs new X850 Demo ``Ruby: Dangerous Curves'' (http://www.ati.com/developer/demos/rx850.html) incorporated our Gradient method and demonstrates its applicability for real applications.

Figure 0.4: PRT for localized area lights.
Image annen_shg_ss Image annen_shg_ag Image annen_shg_gt
(a) (b) (c)
Single sample Analytic Gradient Reference (per-vertex)

In another project, we investigated the application of the PRT in a VR system developed by our group for the DaimlerChrysler company [DAK+04]. The system is tailored for the CAVE environment with five projection screens. The goal of the system is the global illumination modeling in the car interior under free driving conditions (refer to Figure 0.5a). We illuminate the car using dynamically changing High Dynamic Range (HDR) environment maps and use the PRT technique for the global illumination computation. We leverage the PRT method to handle scenes with non-trivial topology represented by complex meshes (refer to Figures 0.5b and c). Also, we propose a hybrid of PRT and final gathering approach for high-quality rendering of objects with complex Bi-directional Reflectance Distribution Function (BRDF). We use this method for predictive rendering of the navigation LCD panel based on its measured BRDF. Since the global illumination computation leads to HDR images we propose a tone mapping algorithm tailored specifically for the CAVE. We employ head tracking to identify the observed screen region and derive for it proper luminance adaptation conditions, which are then used for tone mapping on all walls in the CAVE. We distribute our global illumination and tone mapping computation on all CPUs and GPUs available in the CAVE, which enables us to achieve interactive performance even for the costly final gathering approach.

Figure 0.5: Screen shots from our application presenting the results of interactive global illumination modeling in the car interior.
Image dc_tmo.png
(a)
General View
Image with_artifacts.png Image without_artifacts.png
(b) (c)
Standard PRT PRT with light leaks removal

In previous work, we introduced an digitization approach for complex light sources [GGHS03a]. Continuing the collaboration with Xavier Granier and Wolfgang Heidrich, we developed a hardware-accelerated rendering system that allows to render a scene illuminated with a captured light source at interactive frame rates [GGHS03b].


Error Estimation and Advanced Sampling in Off-line Rendering

Investigator: Kirill Dmitriev

Progressive Path Tracing:

Path tracing is known as a powerful and robust global illumination technique, which incurs very high computation costs. One of the methods to increase the path tracing performance is to use adaptive sampling algorithms that choose the number of samples in each pixel as a function of the illumination complexity.

Adaptive sampling techniques typically applied in path tracing are not progressive because all pixel samples are needed for a robust error estimation. Thus progressive computation would require storing all the samples for all the pixels, which is too expensive. The lack of progressivity is a big disadvantage of adaptive path tracing algorithms because a user may become aware of some unwanted effects on the image only after a quite significant time. In [DS04] we propose a new estimate of local error in path tracing. The new technique is lightweight in terms of both the memory and execution time and is suitable for progressive rendering. Also, even though a perceptual error metric is used, it allows for changes of any tone mapping parameter in the course of the computation. In this case none of the previous effort is lost, the error distribution is immediately updated and used for refining the solution.

The comparison of estimated and real error (computed in respect to the reference solution) shows that our algorithm produces a very robust and precise error estimate. Figure 0.6(a) shows a sample image generated using our technique and the corresponding sample point density (Figure 0.6(b)).

Figure 0.6: Adaptive sampling guided by an estimate of the perceptual error.
Image dmitriev_1.png Image dmitriev_2.png
(a) Room scene (b) Sampling density

Quasi-Monte Carlo Sampling:

The solution of global illumination problems usually involves the evaluation of high dimensional integrals. This is why Monte Carlo methods, whose convergence rate does not depend on the integral dimensionality, are the usual choice in the global illumination domain. Nevertheless, modern computer graphics studies are focused on quasi-random sampling whose efficiency depends on the dimensionality of the integration space, but under certain conditions it enables to achieve even higher convergence rates than the stochastic methods. In [VGDK04] we propose an approach to the bidirectional ray tracing algorithm that reduces the overheads of the quasi-Monte Carlo approach caused by a high dimensionality of the integral and discontinuities in the integrand. The pseudo-random and quasi-random integration methods are compared using the scene examples with known analytic solutions.


Exploiting Temporal Coherence in Off-line Animation Rendering

Investigators: Takehiro Tawara, Vlastimil Havran, Kirill Dmitriev, Cyrille Damez, and Karol Myszkowski

Producing high quality animations featuring rich object appearance and compelling lighting effects is very time consuming using traditional frame-by-frame rendering systems. In this section we present a number of our global illumination and rendering solutions that exploit temporal coherence in lighting distribution for subsequent frames to improve the computation performance and overall animation quality [TMD+04]. Our strategy relies on extending into temporal domain well-known global illumination techniques such as density estimation photon tracing, photon mapping, and bi-directional path tracing, which were originally designed to handle static scenes only. For a more complete overview of research in this field refer to our survey paper [DDM03].

Photon tracing and density estimation are well established techniques in the global illumination computation and rendering of high-quality animation sequences. Using traditional density estimation techniques it is difficult to remove stochastic noise inherent for photon-based methods while avoiding overblurring lighting details. To overcome those problems we investigated the use of bilateral filtering for lighting reconstruction based on the local density of photon hit points [WMM+04]. Bilateral filtering is applied in spatio-temporal domain and provides control over the level-of-details in reconstructed lighting. All changes of lighting below this level are treated as stochastic noise and are suppressed. Bilateral filtering proves to be efficient in preserving sharp features in lighting which is in particular important for high-quality caustic reconstruction. Also, flickering between subsequent animation frames is substantially reduced due to extending bilateral filtering into temporal domain.

In high-quality animation rendering costly ``final gathering'' technique is commonly used. We extend this technique into temporal domain by storing previously computed incoming radiance samples and refreshing them evenly in space and time using some aging criteria [TMS04b]. The approach is based upon a two-pass photon mapping algorithm with irradiance cache, but it can be applied also in other gathering methods. Since we noticed that many artifacts in animation is caused by strong secondary emitters we extend the photon mapping algorithm to handle them efficiently [TMS04a]. We introduce an additional photon map as an implicit representation of such light sources. At the rendering stage this map is used for the explicit sampling of strong indirect lighting in a similar way as it is usually performed for primary light sources.

In all solutions introduced so far temporal coherence was exploited in the object space. In [HDMS03] we present a rendering architecture for computing multiple frames at once by re-using global illumination samples in the image space. For each sample representing a given point in the scene we update its view-dependent components for each frame and add its contribution to pixels identified through the compensation of camera and object motion. This leads naturally to a high quality motion blur and significantly reduces the cost of illumination computations. The required visibility information is provided using a custom ray tracing acceleration data structure for multiple frames simultaneously. We demonstrate that precise and costly global illumination techniques such as bidirectional path tracing become affordable in this rendering architecture, achieving speedup by an order of magnitude (refer to sample frames in Figure 0.7 obtained using this technique). The reuse of information in the computationally intensive shaders was further studied in [KHS04].

Figure 0.7: Example frames obtained using our spatio-temporal bidirectional path tracing. Notice the motion blur effect in the top right frame.
Image mv032 Image blur2
Image lobby2


Bibliography

AKDS04
Thomas Annen, Jan Kautz, Frédo Durand, and Hans-Peter Seidel.
Spherical harmonic gradients for mid-range illumination.
In Alexander Keller and Henrik Wann Jensen, editors, Rendering Techniques 2004 : Eurographics Symposium on Rendering, pages 331-336, Norrköping, Sweden, June 2004. Eurographics.

BWS03
Carsten Benthin, Ingo Wald, and Philipp Slusallek.
A Scalable Approach to Interactive Global Illumination.
Computer Graphics Forum, 22(2):621-630, June 2003.

BWS04
Carsten Benthin, Ingo Wald, and Philipp Slusallek.
Interactive Ray Tracing of Free-Form Surfaces.
In Lynette van Zijl and Patrick Marais, editors, Proceedings AFRIGRAPH 2004 : 3rd International Conference on Virtual Reality, Computer Graphics, Visualisation and Interaction in Africa, pages 99-106, Stellenbosch, South Africa, 2004. ACM.

DAK+04
Kirill Dmitriev, Thomas Annen, Grzegorz Krawczyk, Karol Myszkowski, and Hans-Peter Seidel.
A cave system for interactive modeling of global illumination in car interior.
In Rynson Lau and George Baciu, editors, ACM Symposium on Virtual Reality Software and Technology (VRST 2004), pages 137-145, Hong Kong, 2004. ACM.

DBMS02
Kirill Dmitriev, Stefan Brabec, Karol Myszkowski, and Hans-Peter Seidel.
Interactive global illumination using selective photon tracing.
In Paul Debevec and Simon Gibson, editors, Proceedings of the 13th Eurographics Workshop on Rendering, pages 21-33, Pisa, Italy, 2002. Eurographics, Eurographics/ACM.

DDM03
Cyrille Damez, Kirill Dmitriev, and Karol Myszkowski.
State of the art for global illumination in interactive applications and high-quality animations.
Computer Graphics Forum, 22(1):55-77, 2003.

DS04
Kirill Dmitriev and Hans-Peter Seidel.
Progressive path tracing with lightweight local error estimation.
In Bernd Girod, Marcus Magnor, and Hans-Peter Seidel, editors, Vision Modeling and Visualization 2004, pages 249-254, Stanford, USA, 2004. Aka.

DWS04
Andreas Dietrich, Ingo Wald, and Philipp Slusallek.
Interactive visualization of exceptionally complex industrial cad datasets.
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GGHS03a
Michael Goesele, Xavier Granier, Wolfgang Heidrich, and Hans-Peter Seidel.
Accurate light source acquisition and rendering.
ACM Transactions on Graphics, 22(3):621-630, 2003.
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GGHS03b
Xavier Granier, Michael Goesele, Wolfgang Heidrich, and Hans-Peter Seidel.
Interactive visualization of complex real-world light sources.
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GWS04
Johannes Günther, Ingo Wald, and Philipp Slusallek.
Realtime Caustics using Distributed Photon Mapping.
In Alexander Keller and Henrik Wann Jensen, editors, Rendering Techniques 2004 : Eurographics Symposium on Rendering, pages 111-121, Norkoeping, Sweden, June 2004. Eurographics.

HDMS03
Vlastimil Havran, Cyrille Damez, Karol Myszkowski, and Hans-Peter Seidel.
An efficient spatio-temporal architecture for animation rendering.
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Jen96
Henrik Wann Jensen.
Global Illumination using Photon Maps.
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Jen97
Henrik Wann Jensen.
Rendering Caustics on Non-Lambertian Surfaces.
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KHS04
Polina Kondratieva, Vlastimil Havran, and Hans-Peter Seidel.
Effective use of procedural shaders in animated scenes.
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MKF+04
Gerd Marmitt, Andreas Kleer, Heiko Friedrich, Ingo Wald, and Philipp Slusallek.
Fast and Accurate Ray-Voxel Intersection Techniques for Iso-Surface Ray Tracing.
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SKS02
Peter-Pike Sloan, Jan Kautz, and John Snyder.
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments.
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TMD+04
Takehiro Tawara, Karol Myszkowski, Kirill Dmitriev, Vlastimil Havran, Cyrille Damez, and Hans-Peter Seidel.
Exploiting temporal coherence in global illumination (an invited paper).
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TMS04a
Takehiro Tawara, Karol Myszkowski, and Hans-Peter Seidel.
Efficient rendering of strong secondary lighting in photon mapping algorithm.
In Paul G. Lever, editor, Theory and Practice of Computer Graphics 2004, pages 174-178, University of Bournemouth, UK, 2004. UK chapter of the Eurographics Society, IEEE.

TMS04b
Takehiro Tawara, Karol Myszkowski, and Hans-Peter Seidel.
Exploiting temporal coherence in final gathering for dynamic scenes.
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VGDK04
Alexei Voloboi, Vladimir Galaktionov, Kirill Dmitriev, and Edward Kopylov.
Bidirectional ray tracing for the integration of illumination by the quasi-Monte Carlo method.
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Wal04
Ingo Wald.
Realtime Ray Tracing and Interactive Global Illumination.
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WBS03a
Ingo Wald, Carsten Benthin, and Philipp Slusallek.
Distributed Interactive Ray Tracing of Dynamic Scenes.
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WBS03b
Ingo Wald, Carsten Benthin, and Philipp Slusallek.
Interactive Global Illumination in Complex and Highly Occluded Environments.
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WDS04
Ingo Wald, Andreas Dietrich, and Philipp Slusallek.
An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models.
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Web
Web.
The OpenRT Realtime Ray Tracing Project.
http://www.openrt.de.

WFM+
Ingo Wald, Heiko Friedrich, Gerd Marmitt, Philipp Slusallek, and Hans-Peter Seidel.
Coherent Ray Tracing for High-Quality Realtime Isosurface Rendering.
(in preparation).

WGS04
Ingo Wald, Johannes Günther, and Philipp Slusallek.
Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic.
In Marie-Paule Cani and Mel Slater, editors, The European Association for Computer Graphics 25th Annual Conference EUROGRAPHICS 2004, volume 23 of Computer Graphics Forum, pages 595-603, Grenoble, France, 2004. Blackwell.

WKB+02
Ingo Wald, Thomas Kollig, Carsten Benthin, Alexander Keller, and Philipp Slusallek.
Interactive Global Illumination using Fast Ray Tracing.
In Paul Debevec and Simon Gibson, editors, Rendering Techniques 2002, pages 15-24, Pisa, Italy, June 2002. Eurographics Association, Eurographics.

WMM+04
Markus Weber, Marco Milch, Karol Myszkowski, Kirill Dmitriev, Przemyslaw Rokita, and Hans-Peter Seidel.
Spatio-temporal photon density estimation using bilateral filtering.
In Daniel Cohen-Or, Lakhmi Jain, and Nadia Magnenat-Thalmann, editors, Computer Graphics International (CGI 2004), pages 120-127, Crete, Greece, 2004. IEEE.

WPS+03
Ingo Wald, Timothy J. Purcell, Jörg Schmittler, Carsten Benthin, and Philipp Slusallek.
Realtime Ray Tracing and its use for Interactive Global Illumination.
In Eurographics State of the Art Reports, 2003.

WSB01
Ingo Wald, Philipp Slusallek, and Carsten Benthin.
Interactive Distributed Ray Tracing of Highly Complex Models.
In Steven J. Gortler and Karol Myszkowski, editors, Rendering Techniques, Proceedings of the 12th Eurographics Workshop on Rendering Techniques, London, UK, June 25-27, 2001, pages 274-285. Springer, 2001.

WSBW01
Ingo Wald, Philipp Slusallek, Carsten Benthin, and Markus Wagner.
Interactive Rendering with Coherent Ray Tracing.
In Alan Chalmers and Theresa-Marie Rhyne, editors, The European Association for Computer Graphics 22nd Annual Conference EUROGRAPHICS 2001, volume 20 of Computer Graphics Forum, pages 153-164. Blackwell Publishers, Oxford, 2001.