SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th 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
Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Unified sun and sky illumination for shadows under trees
CVGIP: Graphical Models and Image Processing
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Discontinuity Meshing for Accurate Radiosity
IEEE Computer Graphics and Applications
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Galerkin radiosity: a higher order solution method for global illumination
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
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
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A model of visual adaptation for realistic image synthesis
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
OpenGL programming guide (2nd ed.): the official guide to learning OpenGL version 1.1.
OpenGL programming guide (2nd ed.): the official guide to learning OpenGL version 1.1.
Efficient radiosity rendering using textures and bicubic reconstruction
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Accurate visibility and meshing calculations for hierarchical radiosity
Proceedings of the eurographics workshop on Rendering techniques '96
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast and accurate hierarchical radiosity using global visibility
ACM Transactions on Graphics (TOG)
Controlling memory consumption of hierarchical radiosity with clustering
Proceedings of the 1999 conference on Graphics interface '99
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Radiosity and Global Illumination
Radiosity and Global Illumination
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Perceiving Spatial Relationships in Computer-Generated Images
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th 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
Fast texture-based form factor calculations for radiosity using graphics hardware
Journal of Graphics Tools
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Lighting simulations using hierarchical radiosity with clustering can be very slow when the computation of fine and artifact-free shadows is needed. To avoid the high cost of mesh refinement associated with fast variations of visibility across receivers, we propose a new hierarchical algorithm in which partial visibility maps can be computed on the fly, using a convolution technique for emitter-receiver configurations where complex shadows are produced. Other configurations still rely on mesh subdivision to reach the desired accuracy in modeling energy transfer. In our system, therefore, radiosity is represented as a combination of textures and piecewise-constant or linear contributions over mesh elements at multiple hierarchical levels. We give a detailed description of the gather, push/pull, and display stages of the hierarchical radiosity algorithm, adapted to seamlessly integrate both representations. A new refinement algorithm is proposed, which chooses the most appropriate technique to compute the energy transfer and resulting radiosity distribution for each receiver/transmitter configuration. Comprehensive error control is achieved by subdividing either the source or receiver in a traditional manner, or by using a blocker subdivision scheme that improves the quality of shadow masks without increasing the complexity of the mesh. Results show that high-quality images are obtained in a matter of seconds for scenes with tens of thousands of polygons.