<p>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?</p>

CC BY-SA 4.0
2018-11-20T13:27:12.713Z
I just read your answer there
DaOnlyOwner
CC BY-SA 4.0
2018-11-20T13:29:09.923Z
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
CC BY-SA 4.0
2018-11-20T13:55:13.323Z
I cannot comment there sadly.
DaOnlyOwner
CC BY-SA 4.0
2018-11-20T14:38:15.960Z
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
CC BY-SA 4.0
2018-11-21T10:49:46.153Z
@DaOnlyOwner Then [edit](https://computergraphics.stackexchange.com/posts/8299/edit) this question to focus on the actual question you have and link to the other question for context.
ratchet freak
<global-illumination><voxelization><raymarching>
How does Voxel Cone Tracing solve the rendering equation?
DaOnlyOwner
# How does Voxel Cone Tracing solve the rendering equation?

(Asked by: username_0 on 2018-11-20)

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?

**Tags:** global-illumination, voxelization, raymarching

> **Comments:**
> **username_0**: I just read your answer there  
> **username_0**: 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?  
> **username_0**: I cannot comment there sadly.  
> **username_1**: 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 ;-)  
> **username_2**: @username_0 Then [edit](https://computergraphics.stackexchange.com/posts/8299/edit) this question to focus on the actual question you have and link to the other question for context.  

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