SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
An efficient radiosity solution for bump texture generation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Design and simulation of opera lighting and projection effects
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Wavelet-like bases for the fast solutions of second-kind integral equations
SIAM Journal on Scientific Computing
Radiosity algorithms using higher order finite element methods
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Galerkin radiosity: a higher order solution method for global illumination
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Global visibility algorithms for illumination computations
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Texture and reflection in computer generated images
Communications of the ACM
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Polygon-assisted JPEG and MPEG compression of synthetic images
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Global illumination of glossy environments using wavelets and importance
ACM Transactions on Graphics (TOG)
Global illumination using local linear density estimation
ACM Transactions on Graphics (TOG)
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Reflection space image based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Texture-based visibility for efficient lighting simulation
ACM Transactions on Graphics (TOG)
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Authenticity Analysis of Wavelet Approximations in Visualization
VIS '95 Proceedings of the 6th conference on Visualization '95
Triple product wavelet integrals for all-frequency relighting
ACM SIGGRAPH 2004 Papers
A first-order analysis of lighting, shading, and shadows
ACM Transactions on Graphics (TOG)
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Rendering inhomogeneous surfaces with radiosity
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Hi-index | 0.00 |
In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows the use of textures to describe complex reflectance and emittance patterns over surfaces, increasing the realism and complexity of radiosity images. Previous approaches to the inclusion of textures have either averaged the texture to yield a single color for the radiosity computations, or exhaustively generated detail elements—possibly as many as one per texture pixel. The former does not capture important lighting effects due to textures, while the latter is too expensive computationally to be practical.To handle texture maps requires a detailed analysis of the underlying operator equation. In particular we decompose the radiosity equation into two steps: (i) the computation of irradiance on a surface from the radiosities on other surfaces, and (ii) the application of the reflectance operator &rgr; to compute radiosities from irradiances. We then describe an algorithm that maintains hierarchical representations of both radiosities and textures. The numerical error involved in using these approximations is quantifiable and a time/error tradeoff is possible. The resulting algorithm allows texture maps to be used in radiosity computations with very little overhead.