Journal Article10.1007/BF01905528
Efficient, complete radiosity ray tracing using a shadow-coherence method
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TL;DR: Two-pass rendering methods that store only the indirect reflection component in the form of radiosity shading, and to calculate the direct reflection component during the second pass by casting shadow rays, can be kept low by applying an adaptive image refinement technique in combination with a shadow coherence method.
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Abstract: Most two-pass rendering methods calculate a radiosity shading for each patch or element in a scene in the first pass. This shading contains two components: one for the light received directly from the main light sources and one representing the intensity of the light received indirectly by means of diffuse and specular interreflection between patches. However, it is very difficult to achieve accurate representation of the distribution of this radiosity shading over the patch, particularly where clearly visible shadow boundaries exist. A better approach is to store only the indirect reflection component in the form of radiosity shading, and to calculate the direct reflection component during the second pass by casting shadow rays. This approach normally requires that many shadow rays must be cast. However, the number of rays for shadow testing can be kept low by selecting only those light sources that substantially contribute to the shading of a patch and applying an adaptive image refinement technique in combination with a shadow coherence method.
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Citations
Realism in Real Time
Frederik W. Jansen,Alan Chalmers +1 more
- 01 Jan 1993
TL;DR: This paper will focus on load and data management strategies that effect the amount of data coherence in ray tracing, and on methods to improve ray and object coherence.
Source Selection for the Direct Lighting Computation in Global Illumination
Arjan J. F. Kok,Frederik W. Jansen +1 more
- 01 Jan 1994
TL;DR: In this article, the direct component of the lighting is calculated during preprocessing and is stored as the radiosity shading at the patch during the rendering phase by tracing shadow rays like in conventional ray tracing, and a selection for the number of light sources that are taken into account for the direct lighting computation is made.
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Environment Mapping for Efficient Sampling of the Diffuse Interreflection
TL;DR: Environment mapping is introduced to reduce the amount of computations involved in tracing secondary rays during rendering, instead of tracing the secondary rays all through the scene, values are taken from the maps for the rays that would otherwise hit distant objects.
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A Parallel Image Rendering Algorithm and Architecture Based on Ray Tracing and Radiosity Shading
TL;DR: The parallel algorithm/architecture presented in this paper is a linear speed-up accelerator for the rendering of photo realistic scenes in interaction time.
10
Space Partitioning for Mapping Radiosity Computations onto a Pipelined Parallel Architecture (II)
L. S. Shen,F. A. J. Laarakker,Ed F. Deprettere +2 more
- 01 Jan 1993
TL;DR: A new space partitioning technique is elaborated which embeds a shell-like structure which is to be superimposed on a uniform grid data structure and is adaptive to the local environment seen by a bundle of rays in a static partitioning determined by low resolution ray casting.
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