Procedural elements for computer graphics
Procedural elements for computer graphics
Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
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
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
An improved illumination model for shaded display
Communications of the ACM
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 general two-pass method integrating specular and diffuse reflection
SIGGRAPH '89 Proceedings of the 16th 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
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Light-water interaction using backward beam tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Rendering equation revisited: how to avoid explicit visibility computations
Proceedings of the tenth annual ACM-SIAM symposium on Discrete algorithms
A hardware algorithm for fast realistic image synthesis
EGGH'89 Proceedings of the Fourth Eurographics conference on Advances in Computer Graphics Hardware
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According to the rendering equation, the diffuse and the specular components of the outgoing intensity of each surface patch should be solved simultaneously. Rather than establishing a huge set of linear equations defining the unknown directional intensities for all directions and all surface patches, we expand the concept of the delta form-factor which concerns the light energy transfer of a surface patch along a respective direction. As the delta form-factor for non-diffuse surface patches are dependent on the spatial and spectral distributions of light energy, they could not be calculated geometrically. In this paper, we present a new radiosity approach which progressively approximates the delta form-factors and the light energy distributions within a general environment to the correct solution. The nucleus of our approach is procedural iteration. Statistics indicate the potentials of this method for complex non-diffuse environments.