A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A general two-pass method integrating specular and diffuse reflection
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Progressive refinement radiosity on ring-connected multicomputers
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
A parallel hierarchical radiosity algorithm for complex scenes
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Towards efficient parallel radiosity for DSM-based parallel computers using virtual interfaces
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
IEEE Transactions on Visualization and Computer Graphics
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation
IEEE Transactions on Visualization and Computer Graphics
Radiosity Redistribution for Dynamic Environments
IEEE Computer Graphics and Applications
Interactive Design of Complex Time-Dependent Lighting
IEEE Computer Graphics and Applications
Implicit visibility and antiradiance for interactive global illumination
ACM SIGGRAPH 2007 papers
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We describe the main algorithms used in an interactive lighting simulation program based on a two-pass extension of the radiosity method. The system allows interactive walk-through as other systems based on radiosity calculations. Moreover, it offers increased realism in the lighting effects by use of extended form factors which accounts for "specular reflection of diffuse light", fast production and display of progressively refined images by distribution of the calculations, good quality of the images in the early stages of the refinement by the use of "hardware light sources", "cheap" rendering of some of the specular highlights at any time by use of the built-in specular shading model, lighting modification (color, intensity of the light sources) by use of "negative light", fast simulation of mirror effects and interactive tools for controling the quality of the final image.