SIGGRAPH '90 Proceedings of the 17th 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
An importance-driven radiosity algorithm
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive update of global illumination using a line-space hierarchy
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Multi-resolution model transmission in distributed virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Radiosity Redistribution for Dynamic Environments
IEEE Computer Graphics and Applications
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Perception-guided global illumination solution for animation rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive global illumination using selective photon tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Frame-to-Frame Coherent Animation with Two-Pass Radiosity
IEEE Transactions on Visualization and Computer Graphics
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The line-space hierarchy is a very powerful approach for the efficient update of radiosity solutions according to geometry changes. However, it suffers from its enormous memory consumption when storing shafts for the entire scene. We propose a method for reducing the memory requirements of the line-space hierarchy by the dynamic management of shaft storage. We store shaft information only locally for those parts of the scene that are currently affected by the geometry change. When the dynamic object enters new regions, new shaft data has to be computed, but on the other hand we can get rid of outdated data 'behind' the dynamic object. Simple movement prediction schemes are applied, so that we can provide shaft data to the radiosity update process in time when needed. We show how storage management and pre-calculation of shafts can be efficiently performed in parallel to the radiosity update process itself.