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752
Algorithms for computing diffuse reflection paths in polygons
"... Let s be a point source of light inside a polygon P of n vertices. A polygonal path from s to some point t inside P is called a diffuse reflection path if the turning points of the path lie on polygonal edges of P. We present three different algorithms for computing diffuse reflection paths from s t ..."
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Cited by 4 (1 self)
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Let s be a point source of light inside a polygon P of n vertices. A polygonal path from s to some point t inside P is called a diffuse reflection path if the turning points of the path lie on polygonal edges of P. We present three different algorithms for computing diffuse reflection paths from
An Algorithm for Computing Constrained Reflection Paths in Simple Polygons1
"... Let s be a point source of light inside a simple polygon P of n vertices. A path from s to some point t inside P is called a diffuse reflection path if the turning points of the path lie in the interiors of the boundary edges of P. A diffuse reflection path is said to be optimal if it has the minimu ..."
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. The constrained diffuse reflection path computed by our algorithm has at most c times the number of turns in the optimal diffuse reflection path, where 2 ≤ c ≤ 4. 1
Beam tracing polygonal objects
 In Computer Graphics (Proceedings of ACM SIGGRAPH
, 1984
"... Abstract Ray tracing has produced some of the most realistic computer generated pictures to date. They contain surface texturing, local shading, shadows, reflections and refractions. The major disadvantage of ray tracing results from its pointsampling approach. Because calculation proceeds ab init ..."
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Cited by 214 (1 self)
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the reflections are linear transformations, and refractions are often approximately so. The recursive beam tracer begins by sweeping the projection plane through the scene. Beamsurface intersections are computed using twodimensional polygonal set operations and an occlusion algorithm similar to the Weiler
Inverse Global Illumination: Recovering Reflectance Models of Real Scenes from Photographs
, 1999
"... In this paper we present a method for recovering the reflectance properties of all surfaces in a real scene from a sparse set of photographs, taking into account both direct and indirect illumination. The result is a lightingindependent model of the scene's geometry and reflectance properties, ..."
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Cited by 246 (12 self)
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estimates of both the radiance and irradiance of each patch from the photographic data. The algorithm computes the expected location of specular highlights, and then analyzes the highlight areas in the images by running a novel iterative optimization procedure to recover the diffuse and specular reflectance
The radiance lighting simulation and rendering system
 In Proceedings of SIGGRAPH 94, ACM SIGGRAPH / ACM
, 1994
"... This paper describes a physicallybased rendering system tailored to the demands of lighting design and architecture. The simulation uses a lightbackwards raytracing method with extensions to efficiently solve the rendering equation under most conditions. This includes specular, diffuse and direct ..."
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Cited by 298 (8 self)
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. Some of the more interesting techniques are outlined, with references to more detailed descriptions elsewhere. Finally, examples are given of successful applications of this free software by others. CR Categories: I.3.3 [Computer Graphics]: Picture/image generation Display algorithms; I.3.7 [Computer
An Optimal Algorithm for Euclidean Shortest Paths in the Plane
 SIAM J. Comput
, 1997
"... We propose an optimaltime algorithm for a classical problem in plane computational geometry: computing a shortest path between two points in the presence of polygonal obstacles. Our algorithm runs in worstcase time O(n log n) and requires O(n log n) space, where n is the total number of vertice ..."
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Cited by 114 (2 self)
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We propose an optimaltime algorithm for a classical problem in plane computational geometry: computing a shortest path between two points in the presence of polygonal obstacles. Our algorithm runs in worstcase time O(n log n) and requires O(n log n) space, where n is the total number
Short and smooth polygonal paths
 Proc. 3rd Latin American Symp. Theoretical Informatics (LATIN '98), LNCS
, 1998
"... Abstract. Automatic graph drawers need to compute paths among vertices of a simple polygon which besides remaining in the interior need to exhibit certain aesthetic properties. Some of these require the incorporation of some information about the polygonal shape without being too far from the actual ..."
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Cited by 4 (1 self)
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the actual shortest path. We present an algorithm to compute a locally convex region that “contains ” the shortest Euclidean path among two vertices of a simple polygon. The region has a boundary shape that “follows ” the shortest path shape. A cubic Bezier spline in the region interior provides a “short
An Efficient Algorithm for Euclidean Shortest Paths Among Polygonal Obstacles in the Plane
, 1988
"... We give an algorithm to compute a (Euclidean) shortest path in a polygon with h holes and a total of n vertices. The algorithm uses O(n) space and requires O(n + h² log n) time. ..."
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Cited by 45 (1 self)
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We give an algorithm to compute a (Euclidean) shortest path in a polygon with h holes and a total of n vertices. The algorithm uses O(n) space and requires O(n + h² log n) time.
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 61 (3 self)
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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
Diffuse Reflection Radius in a Simple Polygon?
"... Abstract. Light reflecting diffusely off of a surface leaves in all directions. It is shown that every simple polygon with n vertices can be illuminated from a single point light source s after at most b(n − 2)/4c diffuse reflections, and this bound is the best possible. A point s with this proper ..."
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Abstract. Light reflecting diffusely off of a surface leaves in all directions. It is shown that every simple polygon with n vertices can be illuminated from a single point light source s after at most b(n − 2)/4c diffuse reflections, and this bound is the best possible. A point
Results 1  10
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