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Radioptimization  Goal Based Rendering
 In Computer Graphics Proceedings, Annual Conference Series
, 1993
"... This paper presents a method for designing the illumination in an environment using optimization techniques applied to a radiosity based image synthesis system. An optimization of lighting parameters is performed based on user specified constraints and objectives for the illumination of the envir ..."
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Cited by 42 (0 self)
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This paper presents a method for designing the illumination in an environment using optimization techniques applied to a radiosity based image synthesis system. An optimization of lighting parameters is performed based on user specified constraints and objectives for the illumination of the environment. The system solves for the "best" possible settings for: light source emissivities, element reflectivities, and spot light directionality parameters so that the design goals, suchastominimize energy or to give the the room an impression of privacy, are met. The system absorbs much of the burden for searching the design space allowing the user to focus on the goals of the illumination design rather than the intricate details of a complete lighting specification. A software implementation is described and some results of using the system are reported.
Analytic Signal Processing for Computer Graphics using Multivariate Polyhedral Splines
, 1995
"... Multivariate polyhedral splines can be used to solve a common image synthesis problem: multivariate integrals defined over multiple geometrically defined domains. The theory is extended from applications in geometric design; this involves both the loosening of some overly restrictive assumptions as ..."
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Cited by 6 (1 self)
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Multivariate polyhedral splines can be used to solve a common image synthesis problem: multivariate integrals defined over multiple geometrically defined domains. The theory is extended from applications in geometric design; this involves both the loosening of some overly restrictive assumptions as well as the introduction of hybridization, slicing, and weighted splines. Two applications are explored: analytic convolutional filtering for antialiasing and evaluation of projected reconstruction kernels for volume rendering. Filtering can be performed in the continuous domain for high quality antialiasing via Bspline filters. We extensively study a linearly interpolated, filtered triangle. Volume rendering via a linear splatting algorithm can be improved by using a box spline interpolation kernel. This approach avoids aliasing and reconstruction problems, allows progressive rendering directly from hierarchically compressed data, and allows precise evaluation of derivatives, which are necessary for shading. Both antialiasing and volume rendering can benefit from the close connection between continuous and discrete signal processing provided by the Bspline basis. An infinite extent analytic cardinal spline filter is equivalent to an analytic Bspline filter followed by a twopass
Shading and Inverse Shading from Direct Illumination
, 1993
"... An understanding of light and its interaction with matter is essential to produce images. As the modeling of light sources, light transport and light re ection improves, it becomes possible to render images with increasing realism. The central motivation behind this thesis is to improve realism in c ..."
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Cited by 1 (0 self)
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An understanding of light and its interaction with matter is essential to produce images. As the modeling of light sources, light transport and light re ection improves, it becomes possible to render images with increasing realism. The central motivation behind this thesis is to improve realism in computer graphics images by more accurate local shading models and to assist the user to obtain the desired lighting e ects with these more complex models. The rst part of the thesis addresses the problem of rendering surfaces illuminated by extended (linear and area) light sources. To compute the light re ected by a surface element ina given direction, one needs to determine the unoccluded regions (shadowing) of each light source and then to compute the light re ection (shading) from each of these regions. Traditionally, point light sources are distributed on the lights to approximate both the shadowing and the shading. Instead, an e cient analytical solution is developed for the shading. Shadowing from extended light sources is a fairly expensive process. To give some insights on the complexity of computing shadows, some properties of shadows and algorithms are presented. To reduce the cost of computing shadows from linear light sources, two acceleration schemes, extended from