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This is achieved by treating visibility\n            <jats:italic>implicitly<\/jats:italic>\n            and propagating an additional quantity, called\n            <jats:italic>antiradiance<\/jats:italic>\n            , to compensate for light transmitted extraneously. Our new algorithm shifts visibility computation to simple local iterations by maintaining additional directional antiradiance information with samples in the scene. It is easy to parallelize on a GPU. By correctly treating discretization and filtering, we can compute indirect illumination in scenes with dynamic objects much faster than traditional methods. Our results show interactive update of indirect illumination with moving characters and lights.\n          <\/jats:p>","DOI":"10.1145\/1276377.1276453","type":"journal-article","created":{"date-parts":[[2007,9,14]],"date-time":"2007-09-14T13:44:55Z","timestamp":1189777495000},"page":"61","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":55,"title":["Implicit visibility and antiradiance for interactive global illumination"],"prefix":"10.1145","volume":"26","author":[{"given":"Carsten","family":"Dachsbacher","sequence":"first","affiliation":[{"name":"REVES\/INRIA Sophia-Antipolis"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Marc","family":"Stamminger","sequence":"additional","affiliation":[{"name":"University of Erlangen"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"George","family":"Drettakis","sequence":"additional","affiliation":[{"name":"REVES\/INRIA Sophia-Antipolis"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Fr\u00e9do","family":"Durand","sequence":"additional","affiliation":[{"name":"MIT CSAIL"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2007,7,29]]},"reference":[{"key":"e_1_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/192161.192179"},{"key":"e_1_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/74333.74342"},{"key":"e_1_2_2_3_1","unstructured":"Bunnell M. 2005. Dynamic ambient occlusion and indirect lighting. GPU Gems 2: Programming Techniques for High Performance Graphics and General-Purpose Computation 223--233.  Bunnell M. 2005. Dynamic ambient occlusion and indirect lighting. GPU Gems 2: Programming Techniques for High Performance Graphics and General-Purpose Computation 223--233."},{"key":"e_1_2_2_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/97879.97894"},{"volume-title":"Proc. Graphics Interface '04","author":"Coombe G.","key":"e_1_2_2_5_1","unstructured":"Coombe , G. , Harris , M. J. , and Lastra , A . 2004. Radiosity on graphics hardware . In Proc. Graphics Interface '04 , 161--168. Coombe, G., Harris, M. J., and Lastra, A. 2004. Radiosity on graphics hardware. In Proc. Graphics Interface '04, 161--168."},{"key":"e_1_2_2_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/258734.258772"},{"key":"e_1_2_2_7_1","doi-asserted-by":"crossref","unstructured":"Dutr\u00e9 P. Bekaert P. and Bala K. 2006. Advanced Global Illumination. 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Fast, arbitrary BRDF shading for low-frequency lighting using Spherical Harmonics . In Proc. EG Workshop on Rendering, 291--296 . Kautz, J., Sloan, P.-P., and Snyder, J. 2002. Fast, arbitrary BRDF shading for low-frequency lighting using Spherical Harmonics. In Proc. EG Workshop on Rendering, 291--296."},{"key":"e_1_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/258734.258769"},{"key":"e_1_2_2_14_1","doi-asserted-by":"publisher","DOI":"10.2312\/EGWR\/EGSR06\/161-171"},{"key":"e_1_2_2_15_1","doi-asserted-by":"publisher","DOI":"10.1145\/1073204.1073334"},{"key":"e_1_2_2_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/604471.604511"},{"key":"e_1_2_2_17_1","unstructured":"Pellegrini M. 1999. Rendering equation revisited: How to avoid explicit visibility computations. In SODA 725--733.   Pellegrini M. 1999. Rendering equation revisited: How to avoid explicit visibility computations. In SODA 725--733."},{"key":"e_1_2_2_18_1","unstructured":"Pharr M. and Humphreys G. 2004. 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Object space EWA surface splatting: A hardware accelerated approach to high quality point rendering . Comp. Graphics Forum (Proc. Eurographics '02) 21, 3. Ren, L., Pfister, H., and Zwicker, M. 2002. Object space EWA surface splatting: A hardware accelerated approach to high quality point rendering. Comp. Graphics Forum (Proc. Eurographics '02) 21, 3."},{"key":"e_1_2_2_22_1","doi-asserted-by":"publisher","DOI":"10.1145\/1141911.1141982"},{"key":"e_1_2_2_23_1","doi-asserted-by":"publisher","DOI":"10.1111\/1467-8659.00127"},{"key":"e_1_2_2_24_1","unstructured":"Sillion F. X. and Puech C. 1994. Radiosity and Global Illumination. Morgan Kaufmann San Francisco CA USA.   Sillion F. X. and Puech C. 1994. Radiosity and Global Illumination . Morgan Kaufmann San Francisco CA USA."},{"volume-title":"Proc. EG Workshop on Rendering, 196--205","author":"Sillion F. X.","key":"e_1_2_2_25_1","unstructured":"Sillion , F. X. , Drettakis , G. , and Soler , C . 1995. 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