Results 1  10
of
54
Clustering for Glossy Global Illumination
 ACM TRANSACTIONS ON GRAPHICS
, 1997
"... We present a new clustering algorithm for global illumination in complex environments. The new algorithm extends previous work on clustering for radiosity to allow for nondiffuse (glossy) reflectors. We represent clusters as points with directional distributions of outgoing and incoming radiance and ..."
Abstract

Cited by 66 (4 self)
 Add to MetaCart
We present a new clustering algorithm for global illumination in complex environments. The new algorithm extends previous work on clustering for radiosity to allow for nondiffuse (glossy) reflectors. We represent clusters as points with directional distributions of outgoing and incoming radiance and importance, and we derive an error bound for transfers between these clusters. The algorithm groups input surfaces into a hierarchy of clusters, and then permits clusters to interact only if the error bound is below an acceptable tolerance. We show that the algorithm is asymptotically more efficient than previous clustering algorithms even when restricted to ideally diffuse environments. Finally, we demonstrate the performance of our method on two complex glossy environments.
Faster photon map global illumination
 Journal of Graphics Tools
, 1999
"... Abstract. The photon map method is an extension of ray tracing that makes it able to efficiently compute caustics and soft indirect illumination on surfaces and in participating media. This paper describes a method to further speed up the computation of soft indirect illumination (diffusediffuse li ..."
Abstract

Cited by 38 (3 self)
 Add to MetaCart
Abstract. The photon map method is an extension of ray tracing that makes it able to efficiently compute caustics and soft indirect illumination on surfaces and in participating media. This paper describes a method to further speed up the computation of soft indirect illumination (diffusediffuse light transport such as color bleeding) on surfaces. The speedup is based on the observation that the many lookups in the global photon map during final gathering can be simplified by precomputing local irradiance values at the photon positions. Our tests indicate that the calculation of soft indirect illumination during rendering, which is the most timeconsuming part, can be sped up by a factor of 5–7 in typical scenes at the expense of 1) a precomputation that takes about 2%–5 % of the time saved during rendering and 2) a 28 % increase of memory use.
Fast and Accurate Hierarchical Radiosity Using Global Visibility
, 1999
"... this paper we present a new algorithm which addresses the three shortcomings mentioned above. For all three problems, refinement, meshing and visibility previous approaches lack information on accurate global visibility relationships in the scene. This information is provided by the Visibility Skele ..."
Abstract

Cited by 32 (2 self)
 Add to MetaCart
this paper we present a new algorithm which addresses the three shortcomings mentioned above. For all three problems, refinement, meshing and visibility previous approaches lack information on accurate global visibility relationships in the scene. This information is provided by the Visibility Skeleton [Durand et al. 1997]. To achieve our goal, we first extend the Skeleton to provide visibility information at vertices resulting from subdivision of the original input surfaces. The extended Skeleton allows the fast computation of exact pointtopolygon formfactors for any pointpolygon pair in the scene. In addition, all visibility information (blockers and all discontinuity surfaces) is available for any polygonpolygon pair.
Global Raybundle Tracing with Hardware Acceleration
 IN RENDERING TECHNIQUES '98
, 1998
"... The paper presents a singlepass, viewdependent method to solve the general rendering equation, using a combined finite element and random walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not dir ..."
Abstract

Cited by 31 (7 self)
 Add to MetaCart
(Show Context)
The paper presents a singlepass, viewdependent method to solve the general rendering equation, using a combined finite element and random walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not direction independent radiance. The direction dependent radiance function is then computed by random walk using bundles of parallel rays. In a single step of the walk, the radiance transfer is evaluated exploiting the hardware zbuffer of workstations, making the calculation fast. The proposed method is particularly efficient for scenes including not very specular materials illuminated by large area lightsources or skylight. In order to increase the speed for difficult lighting situations, walks can be selected according to their importance. The importance can be explored adaptively by the Metropolis sampling method.
Efficient glossy global illumination with interactive viewing
 In Graphics Interface 1999. Canadian HumanComputer Communications Society
, 1999
"... The ability to perform interactive walkthroughs of global illumination solutions including glossy effects is a challenging open problem. In this paper we overcome certain limitations of previous approaches. We first introduce a novel, memory and computeefficient representation of incoming illumina ..."
Abstract

Cited by 31 (9 self)
 Add to MetaCart
The ability to perform interactive walkthroughs of global illumination solutions including glossy effects is a challenging open problem. In this paper we overcome certain limitations of previous approaches. We first introduce a novel, memory and computeefficient representation of incoming illumination, in the context of a hierarchical radiance clustering algorithm. We then represent outgoing radiance with an adaptive hierarchical basis, in a manner suitable for interactive display. Using appropriate refinement and display strategies, we achieve walkthroughs of glossy solutions at interactive rates for nontrivial scenes. In addition, our implementation has been developed to be portable and easily adaptable as an extension to existing, diffuseonly, hierarchical radiosity systems. We present results of the implementation of glossy global illumination in two independent global illumination systems.
LightDriven Global Illumination with a Wavelet Representation of Light Transport
 In Seventh Eurographics Workshop on Rendering
, 1996
"... We describe the basis of the work he have currently under way to implement a new rendering algorithm called lightdriven global illumination. This algorithm is a departure from conventional raytracing and radiosity renderers which addresses a number of deficiencies intrinsic to those approaches. 1 I ..."
Abstract

Cited by 25 (4 self)
 Add to MetaCart
(Show Context)
We describe the basis of the work he have currently under way to implement a new rendering algorithm called lightdriven global illumination. This algorithm is a departure from conventional raytracing and radiosity renderers which addresses a number of deficiencies intrinsic to those approaches. 1 Introduction In computer graphics, we use illumination  the study of how light interacts with matter to produce visible scenes  to produce realistic images. Illumination encompasses both local and global phenomena. Local illumination describes the interaction of light with a single, small volume or surface element with given incident and viewing directions. We take the fundamental equation describing local illumination to be L = L e + Z \Omega R N f r (S 0 ; V)L i jN \Delta S 0 j d! 0 i + Z \Omega T N f t (S 0 ; V)L i jN \Delta S 0 j d! 0 i (1) where N is the surface normal, L is the total radiance given off (either L r , reflected, or L t , transmitted) in direct...
Stochastic Iteration for Nondiffuse Global Illumination
 Computer Graphics Forum (Eurographics’99
, 1999
"... This paper presents a singlepass, viewdependent method to solve the rendering equation, using a stochastic iterational scheme where the transport operator is selected randomly in each iteration. The requirements of convergence are given for the general case. To demonstrate the basic idea, a very ..."
Abstract

Cited by 24 (14 self)
 Add to MetaCart
(Show Context)
This paper presents a singlepass, viewdependent method to solve the rendering equation, using a stochastic iterational scheme where the transport operator is selected randomly in each iteration. The requirements of convergence are given for the general case. To demonstrate the basic idea, a very simple, continuous random transport operator is examined, which gives back the light tracing algorithm incorporating Russian roulette. Then, a new mixed continuous and finiteelement based iteration method is proposed, which uses raybundles to transfer the radiance in a single random direction. The resulting algorithm is fast, it provides initial results in seconds and accurate solutions in minutes and does not suffer from the error accumulation problem and the high memory demand of other finiteelement and hierarchical approaches. Keywords: Rendering equation, global radiance, MonteCarlo integration, lighttracing, global raybundle tracing. 1. Introduction Global illumination al...
A Meshless Hierarchical Representation for Light Transport
"... Figure 1: Left: Realtime global illumination on a static 2.3M triangle scene. Both the light and the viewpoint can be moved freely at 721 frames per second after a little less than half an hour of precomputation on a single PC. Right: The indirect illumination expressed in our meshless hierarchica ..."
Abstract

Cited by 22 (0 self)
 Add to MetaCart
Figure 1: Left: Realtime global illumination on a static 2.3M triangle scene. Both the light and the viewpoint can be moved freely at 721 frames per second after a little less than half an hour of precomputation on a single PC. Right: The indirect illumination expressed in our meshless hierarchical basis (emphasized for visualization). Green dots represent nonzero coefficients. We introduce a meshless hierarchical representation for solving light transport problems. Precomputed radiance transfer (PRT) and finite elements require a discrete representation of illumination over the scene. Nonhierarchical approaches such as pervertex values are simple to implement, but lead to long precomputation. Hierarchical bases like wavelets lead to dramatic acceleration, but in their basic form they work well only on flat or smooth surfaces. We introduce a hierarchical function basis induced by scattered data approximation. It is decoupled from the geometric representation, allowing the hierarchical representation of illumination on complex objects. We present simple data structures and algorithms for constructing and evaluating the basis functions. Due to its hierarchical nature, our representation adapts to the complexity of the illumination, and can be queried at different scales. We demonstrate the power of the new basis in a novel precomputed directtoindirect light transport algorithm that greatly increases the complexity of scenes that can be handled by PRT approaches.
Interactive Rendering of Wavelet Projected Light Fields
, 1999
"... Light field techniques allow the rendering of objects in time complexity unrelated to their geometric complexity. The technique discretely samples the space of light rays exiting the boundary around an object and then reconstructs a requested view from these data. In order to generate high quality i ..."
Abstract

Cited by 21 (0 self)
 Add to MetaCart
Light field techniques allow the rendering of objects in time complexity unrelated to their geometric complexity. The technique discretely samples the space of light rays exiting the boundary around an object and then reconstructs a requested view from these data. In order to generate high quality images a dense sampling of the space is required which leads to large data sets. These data sets exhibit a high degree of coherence and should be compressed in order to make their size manageable. We present
State of the art in global illumination for interactive applications and highquality animations
 Eurographics 2002 STAR Reports
, 2002
"... ..."