A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Textures and radiosity: controlling emission and reflection with texture maps
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Bounds and error estimates for radiosity
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The irradiance Jacobian for partially occluded polyhedral sources
SIGGRAPH '94 Proceedings of the 21st 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
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th 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
IEEE Computer Graphics and Applications
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
The virtual mesh: a geometric abstraction for efficiently computing radiosity
ACM Transactions on Graphics (TOG)
Permission grids: practical, error-bounded simplification
ACM Transactions on Graphics (TOG)
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive rendering of translucent deformable objects
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Citywalk: A Second Generation Walkthrough System
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Transitive Mesh Space of a Progressive Mesh
IEEE Transactions on Visualization and Computer Graphics
A final reconstruction approach for a unified global illumination algorithm
ACM Transactions on Graphics (TOG)
Master-element vector irradiance for large tessellated models
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
Texture mapping on 3D surfaces using clustering-based cutting paths
International Journal of Computational Science and Engineering
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Volumetric vector-based representation for indirect illumination caching
Journal of Computer Science and Technology
Thrifty final gather for radiosity
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
A practical analytic model for the radiosity of translucent scenes
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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An algorithm for simulating diffuse interreflection in complex three dimensional scenes is described. It combines techniques from hierarchical radiosity and multiresolution modelling. A new face clustering technique for automatically partitioning polygonal models is used. The face clusters produced group adjacent triangles with similar normal vectors. They are used during radiosity solution to represent the light reflected by a complex object at multiple levels of detail. Also, the radiosity method is reformulated in terms of vector irradiance and power. Together, face clustering and the vector formulation of radiosity permit large savings. Excessively fine levels of detail are not accessed by the algorithm during the bulk of the solution phase, greatly reducing its memory requirements relative to previous methods. Consequently, the costliest steps in the simulation can be made sub-linear in scene complexity. Using this algorithm, radiosity simulations on scenes of one million input polygons can be computed on a standard workstation.