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
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
A framework for the analysis of error in global illumination algorithms
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
Minimal enclosing parallelogram with application
Proceedings of the eleventh annual symposium on Computational geometry
Wavelet algorithms for illumination computations
Wavelet algorithms for illumination computations
Global illumination of glossy environments using wavelets and importance
ACM Transactions on Graphics (TOG)
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
Proceedings of the eurographics workshop on Rendering techniques '96
Non-distorted texture mapping for sheared triangulated meshes
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Exact evaluation of Catmull-Clark subdivision surfaces at arbitrary parameter values
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Algorithmic geometry
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
An Empirical Comparison of Progressive and Wavelet Radiosity
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Hierarchcal Radiosity on Curved Surfaces
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Wavelet Radiosity on Arbitrary Planar Surfaces
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Finite Element Methods for Global Illumination
Finite Element Methods for Global Illumination
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
A survey of methods for recovering quadrics in triangle meshes
ACM Computing Surveys (CSUR)
Near-optimal parameterization of the intersection of quadrics
Proceedings of the nineteenth annual symposium on Computational geometry
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
Intersecting quadrics: an efficient and exact implementation
Computational Geometry: Theory and Applications
Intersecting quadrics: an efficient and exact implementation
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
Hi-index | 0.00 |
In this article, we introduce a general-purpose method for computing radiosity on scenes made of parametric surfaces with arbitrary trimming curves. In contrast with past approaches that require a tessellation of the input surfaces (be it made up of triangles or patches with simple trimming curves) or some form of geometric approximation, our method takes full advantage of the rich and compact mathematical representation of objects. At its core lies the virtual mesh, an abstraction of the input geometry that allows complex shapes to be illuminated as if they were simple primitives. The virtual mesh is a collection of normalized square domains to which the input surfaces are mapped while preserving their energy properties. Radiosity values are then computed on these supports before being lifted back to the original surfaces. To demonstrate the power of our method, we describe a high-order wavelet radiosity implementation that uses the virtual mesh. Examples of objects and environments, designed for interactive applications or virtual reality, are presented. They prove that, by exactly integrating curved surfaces in the resolution process, the virtual mesh allows complex scenes to be rendered more quickly, more accurately, and much more naturally than with previously known methods.