Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
A radiosity method for non-diffuse environments
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The Feasibility of a VLSI Chip for Ray Tracing Bicublic Patches
IEEE Computer Graphics and Applications
A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
SIGGRAPH '87 Proceedings of the 14th 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
Illumination for computer generated pictures
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
A new radiosity approach by procedural refinements for realistic image sythesis
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Models of light reflection for computer synthesized pictures
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th 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
A Testbed for Realistic Image Synthesis
IEEE Computer Graphics and Applications
An Efficient Radiosity Approach for Realistic Image Synthesis
IEEE Computer Graphics and Applications
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A VLSI oriented algorithm, for the implementation of a generalized two-pass radiosity method is presented. The method allows any reflection behavior, varying from purely diffuse to perfect mirroring. Moreover, objects may be defined in terms of curved (Bezier) surfaces. All computations in the preand postprocess are similar and ray-tracing based, consequently a single architecture can be devised for both passes. This architecture, when built on ray-rotating and ray-tracing pipelined processors such as Cordics, results in a very high throughput VLSI implementation of the proposed generalized two-pass procedure.