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Francis M. Rubinstein

dblp:86/6539 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1988
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › global illumination
diffuse interreflection
0.011988
A ray tracing solution for diffuse interreflection · SIGGRAPH 1988
Rendering
global illumination
0.011988
A ray tracing solution for diffuse interreflection · SIGGRAPH 1988
Rendering › ray tracing
monte carlo ray tracing
0.011988
A ray tracing solution for diffuse interreflection · SIGGRAPH 1988
Rendering
ray tracing
0.011988
A ray tracing solution for diffuse interreflection · SIGGRAPH 1988

Methods — techniques the papers use, named apart from their topics

monte carlo integration · 0.0irradiance caching · 0.0
YearPublicationVenuePosition
1988 A ray tracing solution for diffuse interreflection
abstract
An efficient ray tracing method is presented for calculating interreflections between surfaces with both diffuse and specular components. A Monte Carlo technique computes the indirect contributions to illuminance at locations chosen by the rendering process. The indirect illuminance values are averaged over surfaces and used in place of a constant "ambient" term. Illuminance calculations are made only for those areas participating in the selected view, and the results are stored so that subsequent views can reuse common values. The density of the calculation is adjusted to maintain a constant accuracy, permitting less populated portions of the scene to be computed quickly. Successive reflections use proportionally fewer samples, which speeds the process and provides a natural limit to recursion. The technique can also model diffuse transmission and illumination from large area sources, such as the sky.
Gregory J. Ward, Francis M. Rubinstein, Robert D. Clear
SIGGRAPH2