Journal Article10.1145/964965.808589
Ray tracing with cones
121
TL;DR: In this article, the definition of a ray is extended into a cone by including information on the spread angle and the virtual origin, and a new approach to ray tracing is introduced.
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Abstract: A new approach to ray tracing is introduced. The definition of a ray is extended into a cone by including information on the spread angle and the virtual origin. The advantages of this approach, wh...
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Citations
Efficient ray tracing of volume data
TL;DR: This paper presents a front-to-back image-order volume-rendering algorithm and discusses two techniques for improving its performance, which employs a pyramid of binary volumes to encode spatial coherence present in the data and uses an opacity threshold to adaptively terminate ray tracing.
Stochastic sampling in computer graphics
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Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields
Jonathan T. Barron,Ben Mildenhall,Matthew Tancik,Peter Hedman,Ricardo Martin-Brualla,Pratul P. Srinivasan +5 more
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TL;DR: Mip-NeRF as discussed by the authors extends NeRF to represent the scene at a continuously-valued scale by efficiently rendering anti-aliased conical frustums instead of rays, which reduces objectionable aliasing artifacts and significantly improves NeRF's ability to represent fine details.
Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes
Towaki Takikawa,Joey Litalien,Kangxue Yin,Karsten Kreis,Charles Loop,Derek Nowrouzezahrai,Alec Jacobson,Morgan McGuire,Sanja Fidler +8 more
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TL;DR: In this paper, an octree-based feature volume is used to adaptively fit shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation.
Generating antialiased images at low sampling densities
Donald P. Mitchell
- 01 Aug 1987
TL;DR: This paper describes a program that focuses on constructing an antialiased digital picture from point samples without resorting to extremely high sampling densities, and an algorithm is presented for fast generation of nonuniform sampling patterns that are optimal in some sense.
References
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An improved illumination model for shaded display
Turner Whitted
- 01 Dec 1988
TL;DR: In this article, a tree of "rays" extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources is used to calculate the intensity of the light received by the viewer.
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An improved illumination model for shaded display
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Texture and reflection in computer generated images
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TL;DR: Extensions of this algorithm in the areas of texture simulation and lighting models are described, including extensions of the parametrization of a patch which defines a coordinate system which is used as a key for mapping patterns onto the surface.
Hierarchical geometric models for visible surface algorithms
TL;DR: The geometric structure suggests a recursive descent, visible surface algorithm in which the computation time potentially grows linearly with the visible complexity of the scene, and the range of complexity of an environment is greatly increased.
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