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
Radiosity algorithms using higher order finite element methods
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
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 clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st 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)
Proceedings of the eurographics workshop on Rendering techniques '96
On the design of CGAL a computational geometry algorithms library
Software—Practice & Experience - Special issue on discrete algorithm engineering
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The virtual mesh: a geometric abstraction for efficiently computing radiosity
ACM Transactions on Graphics (TOG)
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th 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
A Hierarchcal Subdivision Algorithm for Stochastic Radiosity
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Hierarchcal Radiosity on Curved Surfaces
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Restricted delaunay triangulations and normal cycle
Proceedings of the nineteenth annual symposium on Computational geometry
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
ABF++: fast and robust angle based flattening
ACM Transactions on Graphics (TOG)
Combining higher-order wavelets and discontinuity meshing: a compact representation for radiosity
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Meshless Thin-Shell Simulation Based on Global Conformal Parameterization
IEEE Transactions on Visualization and Computer Graphics
A framework for precomputed and captured light transport
ACM Transactions on Graphics (TOG)
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
Volumetric vector-based representation for indirect illumination caching
Journal of Computer Science and Technology
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We propose a new global light simulation method for diffuse (or moderately glossy) scenes comprising highly tesselated models with simple topology (e.g., scanned meshes). By using the topological coherence of the surface, we show how to extend a classic Finite Element method called the Master Element: We generalize this method to efficiently handle tessellated models by using mesh parameterization and mesh extrapolation techniques. In addition, we propose a high-order and hierarchical extension of the Master Element method. Our method computes a compact representation of vector irradiance, represented by high-order wavelet bases. For totally diffuse scenes, the so-computed vector irradiance maps can be transformed into light maps. For moderatly glossy scenes, approximated view-dependent lighting can be computed and displayed in real-time by the GPU from the vector irradiance maps. Using our methods, view-dependent solutions for scenes with over one million polygons are computed in minutes and displayed in real time. As with clustering methods, the time complexity of the method is independent on the number of polygons. By efficiently capturing the lighting signal at a suitable scale, the method is made independent of the geometric discretization and solely depends on the lighting complexity. We demonstrate our method in various settings, with both sharp and soft shadows accurately represented by our hierarchical function basis.