Adaptive radiosity textures for bidirectional ray tracing
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
Efficient algorithms for local and global accessibility shading
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Efficient radiosity rendering using textures and bicubic reconstruction
Proceedings of the 1997 symposium on Interactive 3D graphics
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Journal of Graphics Tools
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
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
Real-time obscurances with color bleeding
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Vicinity Shading for Enhanced Perception of Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A unified information-theoretic framework for viewpoint selection and mesh saliency
ACM Transactions on Applied Perception (TAP)
Technical Section: Viewpoint information channel for illustrative volume rendering
Computers and Graphics
Partial, multi-scale precomputed radiance transfer
Proceedings of the 24th Spring Conference on Computer Graphics
Efficient methods for ambient lighting
Proceedings of the 25th Spring Conference on Computer Graphics
The alchemy screen-space ambient obscurance algorithm
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Systematic sampling in image-synthesis
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Benford's law for natural and synthetic images
Computational Aesthetics'05 Proceedings of the First Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
An information-theoretic ambient occlusion
Computational Aesthetics'07 Proceedings of the Third Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A case study: visualizing material point method data
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Obscurance-based volume rendering framework
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
VG'07 Proceedings of the Sixth Eurographics / Ieee VGTC conference on Volume Graphics
Multi-layer screen-space ambient occlusion using hybrid sampling
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Global lighting effects produced by diffuse interreflections are typically simulated using global illumination methods such as radiosity or ray tracing. Although diffuse interreflections are crucial to produce realistic images, radiosity like methods are rarely used in production rendering because of slow performance, robustness problems, and control difficulty.This article presents a novel technology that produces natural looking lighting effects in a faster way than radiosity and ray tracing. The solution is view independent, and can be used in 3D real-time interactive applications, as well as for high-quality production rendering. Our method simulates a global illumination solution using the ambient light illumination model based on obscurances. The technology outlines surface profiles even without light sources, making it easy to rapidly compute realistic looking images. The simulation of ambient light distribution saves both light sources setting and rendering times.The results of computations are stored in texture maps, which allows storing multiple light samples per polygon without explicit meshing. This is vital in 3D real-time applications, and speeds up rendering in 3D animation packages as well. Once computed, obscurance maps allow for rapid recomputation of the illumination solution for moving light sources and for scenes with animated objects.