SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Set operations on polyhedra using binary space partitioning trees
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
A Ray tracing algorithm for progressive radiosity
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Improving radiosity solutions through the use of analytically determined form-factors
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Shading models for point and linear sources
ACM Transactions on Graphics (TOG)
SIGGRAPH '85 Proceedings of the 12th 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
An improved illumination model for shaded display
Communications of the ACM
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A ray tracing solution for diffuse interreflection
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A priori based techniques for determining visibility priority for 3-d scenes
A priori based techniques for determining visibility priority for 3-d scenes
Merging BSP trees yields polyhedral set operations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A progressive multi-pass method for global illumination
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
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
An importance-driven radiosity algorithm
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Discontinuity Meshing for Accurate Radiosity
IEEE Computer Graphics and Applications
Fast object-precision shadow generation for area light sources using BSP trees
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Galerkin radiosity: a higher order solution method for global illumination
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A fast shadow algorithm for area light sources using backprojection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast computation of shadow boundaries using spatial coherence and backprojections
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
Smooth B-spline illumination maps for bidirectional ray tracing
ACM Transactions on Graphics (TOG)
A framework for realistic image synthesis
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Computing exact shadow irradiance using splines
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A new BSP tree framework incorporating dynamic LoD models
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Forward area light map projection
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Structured Penumbral Irradiance Computation
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Adaptive density estimation using an orthogonal series for global illumination
Computers and Graphics
Hardware challenges for ray tracing and radiosity algorithms
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
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Rapid developments in the design of algorithms for rendering globally illuminated scenes have taken place in the past five years. Net energy methods such as the hemicube and other radiosity algorithms have become very effective at computing the energy balance for scenes containing diffusely reflecting objects. Such methods first break up a scene description into a relatively large number of elements, or possibly several levels of elements. Energy transfers among these elements are then determined using a variety of means. While much progress has been made in the design of energy transfer algorithms, little or no attention has been paid to the proper generation of the mesh of surface elements. This paper presents a technique for adaptively creating a mesh of surface elements as the energy transfers are computed. The method allows large numbers of small elements to be placed at parts of the scene where the most active energy transfers occur without requiring that other parts of the scene be needlessly subdivided to the same degree. As a result, the computational effort in the energy transfer computations can be concentrated where it has the most effect.