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  High-Fidelity Radiosity Rendering at Interactive Rates (1996) [10 citations — 0 self]

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by Steve Hardt
Proceedings of the Seventh Eurographics Workshop on Rendering
ftp://ftp.lcs.mit.edu/student-workshop/1996/abstracts/Hardt.ps
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Abstract:

Existing radiosity rendering algorithms achieve interactivity or high fidelity, but not both. Most radiosity renderers optimize interactivity by converting to a polygonal representation and Gouraud interpolating shading samples, thus sacrificing visual fidelity. A few renderers achieve improved fidelity by performing a per-pixel irradiance "gather " operation, much as in ray-tracing. This approach does not achieve interactive frame rates on existing hardware. Our research bridges the gap, by describing a data structure and algorithm which enable interactive, high-fidelity rendering of radiosity solutions. In essence, our algorithm "factors " the radiosity rendering computation into two components: an offline phase, in which a per-surface representation of irradiance is constructed; and an online phase, in which this representation is rapidly queried to produce a radiosity value at each pixel. 2 Offline Solution Phase The key components of the offline phase are a heuristic discontinuity ranking algorithm, which identifies only the strongest discontinuities (shadow boundaries), and a hybrid

Citations

254 Radiosity and Realistic Image Synthesis – Cohen, Wallace - 1993
92 Global visibility algorithms for illumination computations – Teller, Hanrahan - 1993
82 Improving Radiosity Solutions Through the Use of Analytically Determined Form-Factors – Baum, Rushmeier, et al. - 1989
75 Discontinuity Meshing for Radiosity – HECKBERT - 1992
7 Computing the antipenumbra cast by an area light source – Teller - 1992