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 global illumination solution for general reflectance distributions
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Global illumination of glossy environments using wavelets and importance
ACM Transactions on Graphics (TOG)
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Efficient glossy global illumination with interactive viewing
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
Theory of Three Dimensional Computer Graphics
Theory of Three Dimensional Computer Graphics
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Combining global and local global-illumination algorithms
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
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The hemicube is a classical tool to transfer the light power in diffuse radiosity algorithms. The main advantage of the hemicube based light transfer is that the visible patches can easily be identified by the graphics hardware. This paper extends the hemicube approach to solve the non-diffuse global illumination problem. In order to get rid of the quadratic complexity of classical radiosity algorithms and to allow specular surfaces without storing directional finite-elements, the original iteration is replaced by stochastic iteration. Unlike classical iteration where all patches should be selected to gather the radiosity or to shoot their unshot radiosity, stochastic iteration can exploit that a randomly selected patch may represent its neighbours as well, thus accurate results can be obtained even if just a fraction of patches are selected at all. Since stochastic iteration requires just a random approximation of the patch radiance, it can use just a single variable per patch even if the general, non-diffuse problem is attacked. Random selection, however, may introduce noise that is particularly significant where the source and receiver patches are close. We also propose a solution strategy to eliminate these artifacts. The paper also discusses further improvements by applying constant radiance step and by the randomization of the hemicube.