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		<title>Gbachelier: Die Seite wurde neu angelegt: „== Reference == David Augustus Hart and Philip Dutré and Donald P. Greenberg: Direct Illumination With Lazy Visibility Evaluation. Proceedings of SIGG…“</title>
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				<updated>2015-01-10T20:25:27Z</updated>
		
		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „== Reference == &lt;a href=&quot;/index.php?title=David_Augustus_Hart&quot; title=&quot;David Augustus Hart&quot;&gt;David Augustus Hart&lt;/a&gt; and Philip Dutré and Donald P. Greenberg: &lt;a href=&quot;/index.php?title=Direct_Illumination_With_Lazy_Visibility_Evaluation&quot; title=&quot;Direct Illumination With Lazy Visibility Evaluation&quot;&gt;Direct Illumination With Lazy Visibility Evaluation&lt;/a&gt;. Proceedings of SIGG…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Reference ==&lt;br /&gt;
[[David Augustus Hart]] and Philip Dutré and Donald P. Greenberg: [[Direct Illumination With Lazy Visibility Evaluation]]. Proceedings of SIGGRAPH 99, Computer Graphics Proceedings, Annual Conference Series, pp. 147-154 (August 1999, Los Angeles, California). Addison Wesley Longman. Edited by Alyn Rockwood. ISBN 0-20148-560-5. &lt;br /&gt;
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== DOI ==&lt;br /&gt;
http://dx.doi.org/10.1145/311535.311551&lt;br /&gt;
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== Abstract ==&lt;br /&gt;
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 blockerlight 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.&lt;br /&gt;
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== Extended Abstract ==&lt;br /&gt;
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== Bibtex == &lt;br /&gt;
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== Links ==&lt;br /&gt;
=== Full Text === &lt;br /&gt;
http://www.graphics.cornell.edu/pubs/1999/HDG99.pdf&lt;br /&gt;
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[[intern file]]&lt;br /&gt;
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=== Sonstige Links ===&lt;br /&gt;
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.431.1352&lt;/div&gt;</summary>
		<author><name>Gbachelier</name></author>	</entry>

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