Mark Meyer, John Anderson
Abstract:
Global illumination provides important visual cues to an
animation, however its computational expense limits
its use in practice. In this paper, we present
an easy to implement technique for accelerating the computation of indirect
illumination for an animated sequence using stochastic ray
tracing. We begin by computing a quick but noisy
solution using a small number of sample rays at each
sample location. The variation of these noisy solutions
over time is then used to create a smooth basis. Finally,
the noisy solutions are projected onto the smooth basis
to produce the final solution. The resulting animation
has greatly reduced spatial and temporal noise, and
a computational cost roughly equivalent to the noisy,
low sample computation.
Paper (PDF)
Additional materials: [ShotRender.mov]
To appear in SIGGRAPH 2006
Available as Pixar Technical Memo #06-03