SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Ray tracing complex models containing surface tessellations
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
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
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
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
A fast shadow algorithm for area light sources using backprojection
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
Partitioning and ordering large radiosity computations
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
Coarse-grained parallelism for hierarchical radiosity using group iterative methods
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters
IEEE Transactions on Visualization and Computer Graphics
Faster Ray Tracing Using Adaptive Grids
IEEE Computer Graphics and Applications
Guaranteed Occlusion and Visibility in Cluster Hierarchical Radiosity
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Memory Management Schemes for Radiosity Computation in Complex Environments
CGI '98 Proceedings of the Computer Graphics International 1998
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Enhanced Automatic Creation of Multi-Purpose Object Hierarchies
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Out of core photon-mapping for large buildings
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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Using a radiosity method to estimate light inter-reflections within large scenes still remains a difficult task. The two main reasons are: (i) the computations entailed by the radiosity method are time consuming and (ii) the large amount of memory needed is very large. In this paper, we address this problem by proposing a new clustering technique as well as a new method of visibility computation for complex indoor scenes. Our clustering algorithm groups polygons that are close to each other in each room (or corridor) of the building. It relies on a classification method of k-mean type and allows the use of several kinds of distance functions. For each group of polygons (or cluster), we estimate the set of potentially visible clusters with the help of openings such as doors or windows. This computation results in a graph in which the nodes correspond to clusters and the edges express visibility relationships between the corresponding clusters. We use this graph for computing radiosity in complex buildings while reducing both the amount of memory needed and the computing time. Our global illumination method is a MWRA (multi-wavelet radiosity algorithm). Unlike cluster-based radiosity methods, our MWRA does not approximate (but computes accurately) the light energy impinging or leaving a cluster after multiple reflections. We provide results for 3 different test scenes containing a high number of polygons.