The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Radiosity and Global Illumination
Radiosity and Global Illumination
IEEE Computer Graphics and Applications
DGCI '02 Proceedings of the 10th International Conference on Discrete Geometry for Computer Imagery
A low-complexity discrete radiosity method
Computers and Graphics
Parallelization of a discrete radiosity method
Euro-Par'06 Proceedings of the 12th international conference on Parallel Processing
Parallelization of a discrete radiosity method using scene division
ODBASE'06/OTM'06 Proceedings of the 2006 Confederated international conference on On the Move to Meaningful Internet Systems: CoopIS, DOA, GADA, and ODBASE - Volume Part II
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Radiosity in 3D scenes is usually computed using a discretization of the surfaces into patches. A discretization into voxels is possible, coupled with the use of discrete geometry. An algorithm for radiosity solving with voxels is introduced, lowering the theoretical complexity to an O(N log N) + O(N), where the O(N) is largely dominant in practice, so that the apparent complexity is linear for time and space, with respect to the number of voxels in the scene. The method also fits in RAM and does not need disk storage. Instead of 3D discrete line traversal, a new algorithm is described to perform visibility computation. The voxel-based radiosity equation assumes the ideal diffuse case and uses solid angles similarly to the hemicube.