2006
DOI: 10.1145/1141911.1141997
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Multidimensional lightcuts

Abstract: Multidimensional lightcuts is a new scalable method for efficiently rendering rich visual effects such as motion blur, participating media, depth of field, and spatial anti-aliasing in complex scenes. It introduces a flexible, general rendering framework that unifies the handling of such effects by discretizing the integrals into large sets of gather and light points and adaptively approximating the sum of all possible gather-light pair interactions.We create an implicit hierarchy, the product graph, over the … Show more

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Cited by 131 publications
(104 citation statements)
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“…First is used in some daylighting software tools such as EDSL TAS and DIAL+Suite and it offers some advantages of both approaches. An advanced version of this hybrid method uses Multidimensional Lightcuts [57], based on Lightcuts [58] and Instant Radiosity [29], to handle complex illumination and specular materials efficiently. This method is implemented in Autodesk 360 rendering engine used in Lighting Analysis for Revit, Solar Analysis Tool and Green Building Studio.…”
Section: Hybrid Approachesmentioning
confidence: 99%
“…First is used in some daylighting software tools such as EDSL TAS and DIAL+Suite and it offers some advantages of both approaches. An advanced version of this hybrid method uses Multidimensional Lightcuts [57], based on Lightcuts [58] and Instant Radiosity [29], to handle complex illumination and specular materials efficiently. This method is implemented in Autodesk 360 rendering engine used in Lighting Analysis for Revit, Solar Analysis Tool and Green Building Studio.…”
Section: Hybrid Approachesmentioning
confidence: 99%
“…Walter et al [2005] proposed the Lightcuts method that uses a hierarchy on lights to reduce the pixel-light computation cost from linear to sublinear. This was extended to multidimensional Lightcuts [Walter et al 2006] for computing high dimensional rendering integrations, such as volume scattering, depth of field or motion blur. The latest work was to apply such a scalable framework to capture light transports in bidirectional ray paths [Walter et al 2012].…”
Section: Related Workmentioning
confidence: 99%
“…In this framework, scenes with diffuse and low-gloss materials can be rendered by approximating direct and indirect illumination from a large number of virtual point lights (VPLs) [Keller 1997]. By viewing the integration of these lights as surface sample-light interactions of the light transport matrix, the rendering is formulated into a matrix sampling problem [Walter et al 2005;Walter et al 2006;Hašan et al 2007], where elements of the matrix are first sampled to obtain representative lights and then these representative lights are integrated to samples (pixels). These two steps require different kinds of data: lights and geometry.…”
Section: Introductionmentioning
confidence: 99%
“…Once our FE solution is computed, the computation of each sample reduces to a single evaluation of the render query function. The surface and single scattering components of our images are computed using a combination of Multidimensional Lightcuts (MDLC) [45] and an analytical single scattering approximation [20]. Our FE implementation is split between Java, which provides an implementation of MDLC, and C++, which provides an interface to the LibMesh [28] library.…”
Section: Details Of the Rendering Computationmentioning
confidence: 99%