Proceedings Article10.1145/91385.91417
Improving interaction with radiosity-based lighting simulation programs
Claude Puech,François X. Sillion,Christophe Vedel +2 more
- 01 Feb 1990
- Vol. 24, Iss: 2, pp 51-57
40
TL;DR: The main algorithms used in an interactive lighting simulation program based on a two-pass extension of the radiosity method which offers increased realism in the lighting effects by use of extended form factors and fast production and display of progressively refined images.
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Abstract: We describe the main algorithms used in an interactive lighting simulation program based on a two-pass extension of the radiosity method. The system allows interactive walk-through as other systems based on radiosity calculations. Moreover, it offers increased realism in the lighting effects by use of extended form factors which accounts for "specular reflection of diffuse light", fast production and display of progressively refined images by distribution of the calculations, good quality of the images in the early stages of the refinement by the use of "hardware light sources", "cheap" rendering of some of the specular highlights at any time by use of the built-in specular shading model, lighting modification (color, intensity of the light sources) by use of "negative light", fast simulation of mirror effects and interactive tools for controling the quality of the final image.
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Citations
Physically based lighting calculations for computer graphics
Peter Shirley
- 01 May 1991
TL;DR: Realistic image generation is presented in a theoretical formulation that builds from previous work on the rendering equation, and previous and new solution techniques for the global illumination are discussed in the context of this formulation.
145
Interactive design of complex time dependent lighting
TL;DR: The author provides some techniques that achieve fast interaction regardless of scene and lighting complexity, even when used with costly rendering algorithms.
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Paul Diefenbach
- 03 Oct 1996
TL;DR: The Dual Z bu er or DZ bu er an evolutionary hardware extension is introduced which along with current frame functions such as stencil planes and accumulation provides the hardware platform to render non refractive transparent surfaces.
Incremental radiosity: an extension of progressive radiosity to an interactive image synthesis system
Shenchang Eric Chen
- 01 Sep 1990
TL;DR: In this article, the authors proposed a new radiosity algorithm to incrementally render scenes with changing geometry and surface attributes, which is called rendering-while-modeling (RMSM).
99
Radiosity redistribution for dynamic environments
TL;DR: The radiosity algorithm is extended to dynamic environments, providing global-illumination simulations to scenes that are modified interactively, and yields excellent approximations to the exact solutions at interactive speeds.
95
References
A progressive refinement approach to fast radiosity image generation
Michael F. Cohen,Shenchang Eric Chen,John R. Wallace,Donald P. Greenberg +3 more
- 01 Jun 1988
TL;DR: A reformulated radiosity algorithm is presented that produces initial images in time linear to the number of patches, which brings the use of radiosity for interactive rendering within reach and has implications for the use and development of current and future graphics workstations.
689
The hemi-cube: a radiosity solution for complex environments
Michael F. Cohen,Donald P. Greenberg +1 more
- 01 Jul 1985
TL;DR: In this article, a comprehensive method to calculate object to object diffuse reflections within complex environments containing hidden surfaces and shadows is presented, where each object in the environment is treated as a secondary light source.
536
An Efficient Radiosity Approach for Realistic Image Synthesis
TL;DR: New procedures are described to predict the global illumination function without excessive computational expense and indicate the enormous potential of this approach for realistic image synthesis, particularly for dynamic images of static environments.
288
A general two-pass method integrating specular and diffuse reflection
François X. Sillion,Claude Puech +1 more
- 01 Jul 1989
TL;DR: A new sampling method for the calculation of form-factors is presented, which is an alternative to the hemi-cube technique introduced by Cohen and Greenberg for radiosity calculations and is particularly well suited to the extended form- Factors calculation.
A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
John R. Wallace,Michael F. Cohen,Donald P. Greenberg +2 more
- 01 Aug 1987
TL;DR: View-independent and view-dependent image synthesis techniques, represented by radiosity and ray tracing, respectively, are discussed and a methodology is presented for simulating global illumination within complex environments using a two-pass approach.