so I am not new to interactive graphics programming, but I wanted to try out advanced techniques. Currently I am struggling to understand how the author of the 2011 paper "Interactive Indirect Illumination Using Voxel Cone Tracing" (Crassin et al) manages to solve the rendering equation. Specifically in section 6 he claims that the hemisphere can be partitioned into a sum of integrals. I know about the Riemann sum, but this doesn't look like it. So my question: How does cone tracing as explained in the paper solve the rendering equation?
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I just read your answer there – DaOnlyOwner Nov 20 '18 at 13:27
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Indeed it's a duplicate, but I have another question which directly relates to your answer given in the other post. Should I ask there? – DaOnlyOwner Nov 20 '18 at 13:29
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I cannot comment there sadly. – DaOnlyOwner Nov 20 '18 at 13:55
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Since both my blogs and StackOverflow support Markdown and MathJax, see https://matt77hias.github.io/blog/2018/08/19/voxel-cone-tracing.html for Q&A as well ;-) – Matthias Nov 20 '18 at 14:38
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@DaOnlyOwner Then edit this question to focus on the actual question you have and link to the other question for context. – ratchet freak Nov 21 '18 at 10:49