It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) can be fully characterized by a 4D function over the space of rays crossing a surface surrounding the object (or surrounding the empty space) [10, 8]. Methods to represent this function and quickly render individual images from this representation given an arbitrary cameras were also described. This paper extends the work outlined by Gortler et al  by demonstrating a taxonomy of methods to accelerate the rendering process by trading off quality for time. Given the specific limitation of a given hardware configuration, we discuss methods to tailor a critical time rendering strategy using these methods
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