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Here's an example: given this height field |
| ... a model of which might look like this... |
| .. we compute intersections for each point of the height field (each
pixel in the first image) in a bunch of directions. All intersections
for one direction are stored in a texture, an example of which is shown
on the left. |
|
As the intersection points are again points on the height
field we can color code them using the two channels red and
green. This image shows the color code we used to display the
scattering texture above. Note that black points in the scattering
texture mean that the given ray left the height field without
intersecting it.
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By chaining together the visibility information we can now generate
a multitude of different light paths for computing indirect
illumination in the height field. This way it is possible to implement
variants of many existing Monte Carlo algorithms, using the
precomputed data structures, instead of on-the-fly visibility
computations. More detail on how to do this can be found in the paper.