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HECKBERT, P. S. 1990. Adaptive radiosity textures for bidirectional ray tracing. In Computer Graphics (ACM SIGGRAPH'90 Conference Proceedings), F. Baskett, Ed. Computer Graphics Annual Conference Series, vol. 24. ACM, New York, 145--154.

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Hybrid Radiosity/Monte Carlo Methods - Shirley (1994)   (2 citations)  (Correct)

....part of implementing Arvo s simulation method is tracking the power through the environment. An natural choice for tracking the power is to use ray tracing. However, it is not so obvious how many rays to send, or where to send them. This question has been examined in a fairly sophisticated way in [17], but even for a simple implementation the answer is non obvious. The number of rays that must be sent is enough . This depends on how much noise is acceptable in an image, and how small the zones are. In [41] it is argued that the number of rays should be linearly proportional to the number of ....

Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics, 24(3):145--154, August 1990. ACM Siggraph '90 Conference Proceedings.


Two Algorithms For Progressive Computation Of Accurate Global.. - Tole (2003)   (Correct)

....and path tracing only use paths starting from the camera and ending on a light source. However, light paths can also be constructed starting from a light source and ending on the camera. This is often referred to in graphics as backward ray tracing [Arv86] Bidirectional path tracing [VG94, LW93, Hec90] further generalizes this idea by generating paths composed of one segment starting from the light and another starting from the camera. We will refer to all such techniques that rely on explicit construction of paths (per pixel) connecting the camera to the light source as path tracing ....

.... Running time 1 hour Few hours Several hours Few hours Few hours Regular expression notation for light paths, where L, S, D, G and E stand for light, specular surface, diffuse surface, glossy surface and eye respectively and A stands for any surface [Hec90] b26 Table 2.2: Comparison between various interactive global illumination techniques RenderCache Tapestry Corrective Hierarchical Texturing Radiosity Pre computation No No Yes Yes Nominal speedup 10 1000 1000 N A Display Frame Rate 10 20 2 10 (frames per ....

Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. In Computer Graphics (Proceedings of SIGGRAPH 90), volume 24, pages 145--154, Dallas, Texas, August 1990. ISBN 0-201-50933-4.


Density Control for Photon Maps - Suykens, Willems (2000)   (3 citations)  (Correct)

....and multi pass methods address this problem by computing and storing illumination in the scene in one or more preprocessing passes. A final Monte Carlo (or ray tracing) pass can use this illumination information. In this context, radiosity and light maps[1] have often been combined with ray tracing[3, 16] or (bidirectional) path tracing[19] An interesting two pass algorithm and storage method that uses photon maps was proposed by Jensen[6, 7, 10] In an initial Monte Carlo particle tracing pass, a number of photons are traced through the scene and stored individually in a kd tree. To reconstruct ....

Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics, 24(4):145--154, August 1990.


Path Differentials and Applications - Suykens, Willems (2001)   (1 citation)  (Correct)

....keeping the amount of tracked differentials constant, could be an interesting line of research. 5.2 Particle tracing Particle tracing constructs paths starting from the light sources. This Monte Carlo simulation of light transport is used in many global illumination algorithms, e.g. radiosity [6, 12], density estima10 Figure 4: Hierarchical particle tracing radiosity (400k paths) using the area defined by the path differentials as a refinement oracle. tion [14] and photon map construction [9] We present a hierarchical radiosity application to demonstrate the usefulness of path ....

....oracle. tion [14] and photon map construction [9] We present a hierarchical radiosity application to demonstrate the usefulness of path differentials for particle tracing, but it can be used as well for the other algorithms. A hierarchical version of particle radiosity was presented in [6] and [16] Both methods accumulate the hits (the radiance) on elements and subdivide if the variation over the element is too large. In [16] hits are stored simultaneously on the two lower levels of the hierarchy. Some remarks that are valid for both algorithms: While the radiosity solution is ....

Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics, 24(4):145--154, August 1990.


Path Differentials and Applications - Suykens, Willems (2001)   (1 citation)  (Correct)

....keeping the amount of tracked differentials constant, could be an interesting line of research. 4.2 Particle tracing Particle tracing constructs paths starting from the light sources. This Monte Carlo simulation of light transport is used in many global illumination algorithms, e.g. radiosity [5, 10], density estimation [12] and photon map construction [8] We present a hierarchical radiosity application to demonstrate the usefulness of path differentials for particle tracing, but it can be used as well for the other algorithms. A hierarchical version of particle radiosity was presented in ....

....density estimation [12] and photon map construction [8] We present a hierarchical radiosity application to demonstrate the usefulness of path differentials for particle tracing, but it can be used as well for the other algorithms. A hierarchical version of particle radiosity was presented in [5] and [14] Both methods accumulate the hits (the radiance) on elements and subdivide if the variation over the element is too large. In [14] hits are stored simultaneously on the two lower levels of the hierarchy. Some remarks that are valid for both algorithms: While the radiosity solution is ....

Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics, 24(4):145--154, August 1990.


JaTrac Realistic Rendering System - Smyk, Myszkowski (2002)   (Correct)

....repeatedly during lighting reconstruction, is very fast even if photons hit mesh elements of separate objects. Information stored in photon maps can be used to recover illumination received at each surface point, usually with help of the nearest neighbor method of photon density estimation [13, 6]. However, except for the locations where photon density is very high (i.e. there are many photons available for the estimator) the quality of the estimation may vary significantly enough to produce unpleasant artifacts. This is demonstrated in Fig. 1a, where severe artifacting is visible despite ....

P. Heckbert. Adaptive Radiosity Textures for Bidirectional Ray Tracing. In Computer Graphics (SIGGRAPH 90 Conference Proceedings) , pages 145--154, August 1990.


Quality Improvement for Indirect Illumination Interpolation - Smyk, Myszkowski (2002)   (Correct)

....result, two separate so called photon maps are constructed, the first one is global photon map, the second caustic photon map. We can now use these photon maps to compute irradiance estimates in arbitrary scene locations. Usually the nearest neighbor method of photon density estimation is applied [10, 3]. In its simplest form, the density estimation at point p is performed by dividing the total energy of photons within a sphere (with radius r and centered at p) by the surface area #r . Radius r in adaptively enlarged until a predefined number N of photons in the corresponding sphere is found. ....

P. Heckbert. Adaptive Radiosity Textures for Bidirectional Ray Tracing. In Computer Graphics (SIGGRAPH 90 Conference Proceedings), pages 145--154, August 1990.


Perturbation Methods for Image Synthesis - Chen, Arvo (1999)   (Correct)

....caustics. The preprocessing step uses backward ray tracing (also known as light ray tracing, photon tracing) to emit photons towards the specular surfaces, photons get reflected and stored on the Lambertian surfaces as illumination maps, which are used as texture maps for caustics. Heckbert [39] adaptively subdivided the illumination map into area elements with a size corresponding to the local density of the photon hits. However, Illumination map can t be used with all objects since it requires describing the surfaces parametrically. Instead, Jensen et al. 45] stored all photon hits ....

Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics, 24(4):145--154, July 1990.


Optical Models for Direct Volume Rendering - Max (1995)   (74 citations)  (Correct)

....method and then doing the final rendering pass using the Monte Carlo method, for one extra directional bounce toward the viewpoint. Shirley [32] and Chen et al. 33] also use such a final Monte Carlo bounce in rendering images of interreflecting surfaces. These two references, and also Heckbert [34], propose caustic texture maps to capture directional interreflection propagated by Monte Carlo means from the light sources, and contributing to the final rendering pass. Thus rays propagating from the lights and rays propagating from the eye meet in the middle at the caustic map. This ....

Paul Heckbert, "Adaptive Radiosity Textures for Bidirectional Ray Tracing," Computer Graphics Vol. 24 No. 4 (August 1990) pp. 145 - 154.


Multi-Sensory Rendering for Viewpoint-Independent Scenes. - Pope   (Correct)

....technique such as ray tracing (see section 2.1.3) this generates a full solution one that considers view dependent radiance features from that single viewpoint and is known as a two pass method. Heckbert introduced a classification system for describing the paths which light can follow[33]. The system uses regular expressions a concise way to represent a set of words formed from an alphabet. Three symbols are required for regular expressions: # denotes any number of repititions of the previous character; denotes one or more repititions of the previous character; j denotes ....

....to reduce the error. Hanrahan et al. developed an algorithm which subdivided mesh elements based upon the illumination gradient within that element[32] Heckbert used hierarchical techniques to store adaptive radiosity textures on surfaces when generating images using bidirectional ray tracing [33]. Hierarchical subdivision was later incorporated into particle tracing techniques by Tobler et al. and Bekaert et al. 77, 7] Due to the stochastic nature of Monte Carlo methods such as particle tracing, the radiosity approximation within a mesh element cannot be considered stable locally ....

P. S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics (Proceedings SIGGRAPH '90), 24(4):145--154, 1990.


Unknown - This Is The (2004)   (Correct)

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HECKBERT, P. S. 1990. Adaptive radiosity textures for bidirectional ray tracing. In Computer Graphics (ACM SIGGRAPH'90 Conference Proceedings), F. Baskett, Ed. Computer Graphics Annual Conference Series, vol. 24. ACM, New York, 145--154.


Interactive Visualization of Complex Real-World Light Sources - Xavier Granier Michael (2003)   (Correct)

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P. S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. In Proceedings of the SIGGRAPH 90 annual conference, pages 145--154. ACM Press, 1990.


Component-Based Adaptive Sampling - Debattista, Chalmers   (Correct)

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P. S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. In SIGGRAPH '90: Proceedings of the 17th annual conference on Computer graphics and interactive techniques, pages 145--154. ACM Press, 1990.


A Final Reconstruction Approach for a Unified Global.. - Granier, al. (2004)   (2 citations)  (Correct)

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HECKBERT, P. S. 1990. Adaptive radiosity textures for bidirectional ray tracing. In Computer Graphics (ACM SIGGRAPH'90 Conference Proceedings), F. Baskett, Ed. Computer Graphics Annual Conference Series, vol. 24. ACM, New York, 145--154.


Method of Displaying Optical Effects within Water using.. - Nishita, Nakamae (1994)   (8 citations)  (Correct)

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P. Heckbert, "Adaptive Radiosity Textures for Bidirectional Ray Tracing," Computer Graphics, Vol. 24, No. 4,(1990),pp. 145-154.


Generation of Radiosity Texture Atlas for Realistic.. - Ray, Ulysse, Cavin.. (2003)   (Correct)

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Paul Heckbert. Adaptive Radiosity Textures for Bidirectional Ray Tracing. Computer Graphics (ACM SIGGRAPH '90 Proceedings), 24(4):145--154, August 1990. 2


Ray Tracing Refraction in Hardware - Trendall (2000)   (Correct)

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Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics, 24(4):145--154, 1990.


Interactive Visualization of Complex Real-World Light.. - Granier, Goesele..   (Correct)

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P. S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. In Proceedings of the SIGGRAPH 90 annual conference, pages 145--154. ACM Press, 1990.


Algorithms for Texture Mapping Onto Planar and Curved Surfaces - Vinod, al. (1993)   (Correct)

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Paul S Heckbert, "Adaptive radiosity textures for bidirectional ray tracing". Computer graphics (Proc. SIGGRAPH 90), Vol.24. No.4 , August 1990.


Adaptive Representation of Specular Light Flux - Brière, Poulin (2000)   (Correct)

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P.S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. In Computer Graphics (SIGGRAPH '90 Proceedings), volume 24, pages 145--154, August 1990.


Volume 17 (1998 ), number 1 pp. 29--54 COMPUTER forum.. - Adaptive Supersampling In   (Correct)

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Paul S. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. Computer Graphics (Proc. ACM SIGGRAPH Conf.), 24(4). pp. 145-- 154 (1990).


Real-Time Caustics - Wand, Straßer (2003)   (Correct)

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Heckbert, P.S.: Adaptive Radiosity Textures for Bidirectional Ray Tracing, SIGGRAPH 90 Conference Proceedings, 145-154, 1990.


Weighted Multipass Methods for Global Illumination - Suykens, Willems (1999)   (7 citations)  (Correct)

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P. S. Heckbert, "Adaptive radiosity textures for bidirectional ray tracing", Computer Graphics, 24(4), pp. 145--154 (1990).


Global Illumination for Interactive Application and.. - Damez, Dmitriev.. (2002)   (3 citations)  (Correct)

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P. Heckbert. Adaptive radiosity textures for bidirectional ray tracing. In Computer Graphics (ACM SIGGRAPH '90 Proceedings), pages 145--154, August 1990. 15


Interactive Global Illumination Using Selective Photon .. - Dmitriev, Brabec.. (2002)   (8 citations)  (Correct)

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P. Heckbert. Adaptive Radiosity Textures for Bidirectional Ray Tracing. In Computer Graphics (SIGGRAPH 90 Conference Proceedings), pages 145--154, August 1990.

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