Algorithms that solve the rendering equation, and the estimators they are built from.
Colour is the family; a dashed line is the second member of it.
Recursive ray tracing with perfect mirror reflection, refraction and a single shadow ray per light. The first algorithm to get interreflection right,… · 1980
Discretizes the scene into patches and solves a linear system of form factors for diffuse interreflection. View-independent, so the solution can be w… · 1984
Solves the rendering equation by tracing random walks from the camera and averaging their contributions. Unbiased and simple, and the baseline every… · 1986
Computes diffuse indirect irradiance at sparse points and interpolates between them, adding new samples only where the gradient estimate says the int… · 1988
Trace a subpath from the camera and another from a light, then connect every pair of vertices. Finds paths that neither direction would find alone, s… · 1993
Combine several sampling strategies by weighting each sample according to the probability every strategy would have had of generating it. The balance… · 1995
Trace particles from the lights, store their hits in a spatial structure, then estimate radiance at camera hit points by density estimation over near… · 1996
Represents indirect illumination by scattering a set of virtual point lights from the light sources, turning a bounce integral into ordinary direct l… · 1997
Once a path reaching the light is found, mutate it locally and accept mutations with a Metropolis-Hastings rule, so effort concentrates where transpo… · 1997
Runs the Metropolis chain over the random numbers fed to an ordinary path tracer rather than over path space itself, so the mutation machinery become… · 2002
Draw a pool of cheap candidates, then pick one from the pool with probability proportional to a better target function. Approximates sampling from a… · 2005
Keeps camera hit points instead of photons and shrinks each one's search radius as more photon passes arrive, so the estimate converges to the correc… · 2008
Regenerates the camera hit points every pass rather than fixing them once, which restores depth of field, motion blur and glossy reflection. · 2009
Treats photon merging as just another sampling technique alongside bidirectional connection, and MIS-weights the two together, so one integrator hand… · 2012
Learns an approximation of the incident radiance distribution during rendering and samples directions from it, so paths head toward light rather than… · 2017
Builds a hierarchy over the light sources and descends it stochastically using bounds on each cluster's contribution, so shading cost grows with the… · 2018
Keeps a small reservoir of chosen light samples per pixel and repeatedly resamples it against neighbours and the previous frame, so each pixel effect… · 2020
Applies reservoir resampling to indirect paths by storing sample points and their outgoing radiance, extending the technique past direct lighting. · 2021
At every path vertex, additionally sample a point on a light and trace a shadow ray to it, rather than waiting for the random walk to wander onto an…
Terminate a path with some probability and divide the survivors by the survival probability. Bounds path length without the bias that a hard depth cu…