Color displays and color science
Color and the computer
A Ray tracing algorithm for progressive radiosity
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Improving radiosity solutions through the use of analytically determined form-factors
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Visibility, occlusion, and the aspect graph
International Journal of Computer Vision
Efficiently Computing and Representing Aspect Graphs of Polyhedral Objects
IEEE Transactions on Pattern Analysis and Machine Intelligence
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Computing the antipenumbra of an area light source
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Discontinuity Meshing for Accurate Radiosity
IEEE Computer Graphics and Applications
Combining hierarchical radiosity and discontinuity meshing
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
Incremental Delaunay triangulation
Graphics gems IV
A contrast-based scalefactor for luminance display
Graphics gems IV
Bounds and error estimates for radiosity
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A fast shadow algorithm for area light sources using backprojection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast computation of shadow boundaries using spatial coherence and backprojections
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Discontinuity meshing for radiosity image synthesis
Discontinuity meshing for radiosity image synthesis
Hierarchical triangulation for multiresolution surface description
ACM Transactions on Graphics (TOG)
Global illumination of glossy environments using wavelets and importance
ACM Transactions on Graphics (TOG)
A model of visual adaptation for realistic image synthesis
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Consequences of stratified sampling in graphics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
An image-space refinement criterion for linear hierarchical radiosity
Proceedings of the conference on Graphics interface '97
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
High-fidelity radiosity rendering at interactive rates
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the eurographics workshop on Rendering techniques '96
The 3D visibility complex: a new approach to the problems of accurate visibility
Proceedings of the eurographics workshop on Rendering techniques '96
Accurate visibility and meshing calculations for hierarchical radiosity
Proceedings of the eurographics workshop on Rendering techniques '96
Primitives for the manipulation of general subdivisions and the computation of Voronoi
ACM Transactions on Graphics (TOG)
Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
Tone Reproduction for Realistic Images
IEEE Computer Graphics and Applications
Improved Irradance Computation by Importance Sampling
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Selective Culling of Discontinuity Lines
Proceedings of the Eurographics Workshop on Rendering Techniques '97
A sum of squares theorem for visibility
SCG '01 Proceedings of the seventeenth annual symposium on Computational geometry
Texture-based visibility for efficient lighting simulation
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
Towards an implementation of the 3D visibility skeleton
SCG '07 Proceedings of the twenty-third annual symposium on Computational geometry
SCG '07 Proceedings of the twenty-third annual symposium on Computational geometry
On the Size of the 3D Visibility Skeleton: Experimental Results
ESA '08 Proceedings of the 16th annual European symposium on Algorithms
On the complexity of umbra and penumbra
Computational Geometry: Theory and Applications
Combining higher-order wavelets and discontinuity meshing: a compact representation for radiosity
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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Recent hierarchical global illumination algorithms permit the generation of images with a high degree of realism. Nonetheless, appropriate refinement of light transfers, high quality meshing, and accurate visibility calculation can be challenging tasks. This is particularly true for scenes containing multiple light sources and scenes lit mainly by indirect light. We present solutions to these problems by extending a global visibility data structure, the Visibility Skeleton. This extension allows us to calculate exact point-to-polygon form-factors at vertices created by subdivision. The structures also provides visibility information for all light interactions, allowing intelligent refinement strategies. High-quality meshing is effected based on a perceptualy based ranking strategy which results in appropriate insertions of discontinuity curves into the meshes representing illumination. We introduce a hierarchy of triangulations that allows the generation of a hierarchical radiosity solution using accurate visibility and meshing. Results of our implementation show that our new algorithm produces high quality view-independent lighting solutions for direct illumination, for scenes with multiple lights and also scenes lit mainly by indirect illumination.