Monte Carlo simulation for global illumination
Citation:
William Leeson, 'Monte Carlo simulation for global illumination', [thesis], Trinity College (Dublin, Ireland). School of Computer Science & Statistics, 2001, pp 194Download Item:
Abstract:
The aim of global illumination is to produce a realistic image that is indistinguishable
from a real image of that scene in the least amount of time. This is
achieved by modelling the physical laws that govern light propagation. Global
illumination effects have been used in films and computer games to create more
immersive environments. Unfortunately, the time taken to render a physically
correct image is far higher than with more conventional three dimensional computer
graphics. This not because the processes are very different but because
more evaluations of certain operations such as visibility determ ination are required.
The high computational costs can be addressed by either improving the
efficiency of the algorithms or by parallelising them. Many of the current global
illumination algorithms are limited in the types of scenes they can render and
the surface models th a t can be used. Usually an importance sampling function
has to be designed for each surface model. Without this function the algorithm
will not perform well. In addition, as scenes get more complex, the performance
of some algorithms begins to falter.
Author: Leeson, William
Advisor:
O'Sullivan, CarolQualification name:
Doctor of Philosophy (Ph.D.)Publisher:
Trinity College (Dublin, Ireland). School of Computer Science & StatisticsNote:
TARA (Trinity’s Access to Research Archive) has a robust takedown policy. Please contact us if you have any concerns: rssadmin@tcd.iePrint thesis water damaged as a result of the Berkeley Library Podium flood 25/10/2011
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