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This question already has an answer here:

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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marked as duplicate by Simon F, Dan Hulme Dec 8 '18 at 10:15

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

  • $\begingroup$ I just read your answer there $\endgroup$ – DaOnlyOwner Nov 20 '18 at 13:27
  • $\begingroup$ 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? $\endgroup$ – DaOnlyOwner Nov 20 '18 at 13:29
  • $\begingroup$ I cannot comment there sadly. $\endgroup$ – DaOnlyOwner Nov 20 '18 at 13:55
  • $\begingroup$ Since both my blogs and StackOverflow support Markdown and MathJax, see matt77hias.github.io/blog/2018/08/19/voxel-cone-tracing.html for Q&A as well ;-) $\endgroup$ – Matthias Nov 20 '18 at 14:38
  • $\begingroup$ @DaOnlyOwner Then edit this question to focus on the actual question you have and link to the other question for context. $\endgroup$ – ratchet freak Nov 21 '18 at 10:49