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157
A rapid hierarchical radiosity algorithm
 Computer Graphics
, 1991
"... This paper presents a rapid hierarchical radiosity algorithm for illuminating scenes containing lar e polygonal patches. The afgorithm constructs a hierarchic“J representation of the form factor matrix by adaptively subdividing patches into su bpatches according to a usersupplied error bound. The a ..."
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Cited by 372 (11 self)
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This paper presents a rapid hierarchical radiosity algorithm for illuminating scenes containing lar e polygonal patches. The afgorithm constructs a hierarchic“J representation of the form factor matrix by adaptively subdividing patches into su bpatches according to a usersupplied error bound. The algorithm guarantees that all form factors are calculated to the same precision, removing many common image artifacts due to inaccurate form factors. More importantly, the al orithm decomposes the form factor matrix into at most O? n) blocks (where n is the number of elements). Previous radiosity algorithms represented the elementtoelement transport interactions with n2 form factors. Visibility algorithms are given that work well with this approach. Standard techniques for shooting and gathering can be used with the hierarchical representation to solve for equilibrium radiosities, but we also discuss using a brightnessweighted error criteria, in conjunction with multigrldding, to even more rapidly progressively refine the image.
Optical models for direct volume rendering
 IEEE Transactions on Visualization and Computer Graphics
, 1995
"... ..."
Global Illumination using Photon Maps
, 1996
"... This paper presents a two pass global illumination method based on the concept of photon maps. It represents a significant improvement of a previously described approach both with respect to speed, accuracy and versatility. In the first pass two photon maps are created by emitting packets of energy ..."
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Cited by 219 (9 self)
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This paper presents a two pass global illumination method based on the concept of photon maps. It represents a significant improvement of a previously described approach both with respect to speed, accuracy and versatility. In the first pass two photon maps are created by emitting packets of energy (photons) from the light sources and storing these as they hit surfaces within the scene. We use one high resolution caustics photon map to render caustics that are visualized directly and one low resolution photon map that is used during the rendering step. The scene is rendered using a distribution ray tracing algorithm optimized by using the information in the photon maps. Shadow photons are used to render shadows more efficiently and the directional information in the photon map is used to generate optimized sampling directions and to limit the recursion in the distribution ray tracer by providing an estimate of the radiance on all surfaces with the exception of specular...
Animation and Rendering of Complex Water Surfaces
, 2002
"... We present a new method for the animation and rendering of photorealistic water effects. Our method is designed to produce visually plausible three dimensional effects, for example the pouring of water into a glass (see figure 1) and the breaking of an ocean wave, in a manner which can be used in a ..."
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Cited by 216 (21 self)
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We present a new method for the animation and rendering of photorealistic water effects. Our method is designed to produce visually plausible three dimensional effects, for example the pouring of water into a glass (see figure 1) and the breaking of an ocean wave, in a manner which can be used in a computer animation environment. In order to better obtain photorealism in the behavior of the simulated water surface, we introduce a new "thickened" front tracking technique to accurately represent the water surface and a new velocity extrapolation method to move the surface in a smooth, waterlike manner. The velocity extrapolation method allows us to provide a degree of control to the surface motion, e.g. to generate a windblown look or to force the water to settle quickly. To ensure that the photorealism of the simulation carries over to the final images, we have integrated our method with an advanced physically based rendering system.
Metropolis Light Transport
 Computer Graphics (SIGGRAPH '97 Proceedings
, 1997
"... We present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics. To render an image, we generate a sequence of light transport paths by randomly mutating a single current path (e.g. adding a new vertex to the path). Eac ..."
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Cited by 152 (1 self)
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We present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics. To render an image, we generate a sequence of light transport paths by randomly mutating a single current path (e.g. adding a new vertex to the path). Each mutation is accepted or rejected with a carefully chosen probability, to ensure that paths are sampled according to the contribution they make to the ideal image. We then estimate this image by sampling many paths, and recording their locations on the image plane. Our algorithm is unbiased, handles general geometric and scattering models, uses little storage, and can be orders of magnitude more e#cient than previous unbiased approaches. It performs especially well on problems that are usually considered di#cult, e.g. those involving bright indirect light, small geometric holes, or glossy surfaces. Furthermore, it is competitive with previous unbiased algorithms even for relatively simple ...
A survey of shadow algorithms
 IEEE Computer Graphics and Applications
, 1990
"... Essential to realistic and visually appealing images, shadows are difficult ta compute in most display environments. This survey characterizes the various types of shadows. It also describes most existing shadow algorithms and discusses their complexities, advantages, and shommings. We examine herd ..."
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Cited by 127 (3 self)
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Essential to realistic and visually appealing images, shadows are difficult ta compute in most display environments. This survey characterizes the various types of shadows. It also describes most existing shadow algorithms and discusses their complexities, advantages, and shommings. We examine herd shadows, soft shadbws, shadows of transparent objects, and shadows for complex modeling primitives. For each type, we examine shadow algorithms within various rendswing techniques. This survey attempts to provide readem with enough background and insight on the various rmthods to dow them to choose the algorithm best wpuited to their W. We also hope that our analysis will h&p identify the a m that need more research and point bo possible sotutkms. A shadowa region of relative darkness within an not necessarily attenuate the light it occludes. In fact, illuminated regionoccurs when an object totally or it can concentrate light. However, as is traditional in partially occludes the light. A transparent object does image synthesis, lve will consider a region to be in
Fast Calculation of Soft Shadow Textures Using Convolution
, 1998
"... The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some ..."
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Cited by 109 (6 self)
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The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some constrained configurations by using a convolution technique, yielding a fast and accurate solution. Approximate shadows can be computed for general configurations by applying the convolution to a representative "ideal" configuration. We analyze the various sources of approximation in the process and derive a hierarchical, errordriven algorithm for fast shadow calculation in arbitrary configurations using a hierarchy of object clusters. The convolution is performed on images rendered in an offscreen buffer and produces a shadow map used as a texture to modulate the unoccluded illumination. Light sources can have any 3D shape as well as arbitrary emission characteristics, while shadow maps can be applied to groups of objects at once. The method can be employed in a hierarchical radiosity system, or directly as a shadowing technique. We demonstrate results for various scenes, showing that soft shadows can be generated at interactive rates for dynamic environments.
A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments
, 1998
"... Virtual environment research has focused on interactive image generation and has largely ignored acoustic modeling for spatialization of sound. Yet, realistic auditory cues can complement and enhance visual cues to aid navigation, comprehension, and sense of presence in virtual environments. A prima ..."
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Cited by 74 (13 self)
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Virtual environment research has focused on interactive image generation and has largely ignored acoustic modeling for spatialization of sound. Yet, realistic auditory cues can complement and enhance visual cues to aid navigation, comprehension, and sense of presence in virtual environments. A primary challenge in acoustic modeling is computation of reverberation paths from sound sources fast enough for realtime auralization. We have developed a system that uses precomputed spatial subdivision and "beam tree" data structures to enable realtime acoustic modeling and auralization in interactive virtual environments. The spatial subdivision is a partition of 3D space into convex polyhedral regions (cells) represented as a cell adjacency graph. A beam tracing algorithm recursively traces pyramidal beams through the spatial subdivision to construct a beam tree data structure representing the regions of space reachable by each potential sequence of transmission and specular reflection even...
Physically Based Lighting Calculations for Computer Graphics
, 1991
"... Realistic image generation is presented in a theoretical formulation that builds from previous work on the rendering equation. Previous and new solution techniques for the global illumination are discussed in the context of this formulation. The basic ..."
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Cited by 69 (12 self)
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Realistic image generation is presented in a theoretical formulation that builds from previous work on the rendering equation. Previous and new solution techniques for the global illumination are discussed in the context of this formulation. The basic
A hierarchical illumination algorithm for surfaces with glossy reflection
 In SIGGRAPH 93
, 1993
"... We develop a radiance formulation for discrete three point transport, and a new measure and description of reflectance:area reflectance. This formulation and associated reflectance allow an estimate of error in the computation of radiance across triples of surface elements, and lead directly to a hi ..."
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Cited by 59 (3 self)
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We develop a radiance formulation for discrete three point transport, and a new measure and description of reflectance:area reflectance. This formulation and associated reflectance allow an estimate of error in the computation of radiance across triples of surface elements, and lead directly to a hierarchical refinement algorithm for global illumination. We have implemented and analyzed this algorithm over surfaces exhibiting glossy specular and diffuse reflection. Theoretical growth in light transport computation is shown to beO(n+k 3) for sufficient refinement, where n is the number of elements at the finest level of subdivision over an environment consisting ofk input polygonal patches — this growth is exhibited in experimental trials. Naive application of three point transport would require computation over O(n 3) elementtriple interactions.