One of the basic difficulties with interactive walkthroughs is the high qua
lity rendering of object Surfaces with non-diffuse light scattering charact
eristics. Since full ray tracing at interactive rates is usually, impossibl
e, we render a precomputed global illumination solution using graphics hard
ware and use remaining computational power to correct the appearance of non
-diffuse objects on-the-fly. The question arises, how to obtain the best im
age quality as perceived by a human observer within a limited amount of tim
e for each frame. Me address this problem by enforcing corrective computati
on for those non-diffuse objects that are selected using a computational mo
del of visual attention. We consider both the saliency- and task-driven sel
ection of those objects and benefit from the fact that shading artifacts of
"unattended" objects are likely to remain unnoticed. Me use a hierarchical
image-space sampling scheme to control ray tracing and splat the generated
point samples. The resulting image converges progressively to a ray traced
solution if the viewing parameters remain unchanged. Moreover, we use a sa
mple cache to enhance visual appearance if the time budget for correction h
as been too low for some frame. We check the validity of the cached samples
using a novel criterion suited for non-diffuse surfaces and reproject vali
d samples into the current view.