ACM Home Page
Please provide us with feedback. Feedback
Adaptive radiosity textures for bidirectional ray tracing
Full text PdfPdf (2.90 MB)
Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 17th annual conference on Computer graphics and interactive techniques table of contents
Dallas, TX, USA
Pages: 145 - 154  
Year of Publication: 1990
ISBN:0-89791-344-2
Also published in ...
Author
Paul S. Heckbert  Dept. of Electrical Engineering and Computer Science, University of California, Berkeley, CA
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 7,   Downloads (12 Months): 49,   Citation Count: 41
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues   peer to peer  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/97879.97895
What is a DOI?

ABSTRACT

We present a rendering method designed to provide accurate, general simulation of global illumination for realistic image synthesis. Separating surface interaction into diffuse plus specular, we compute the specular component on the fly, as in ray tracing, and store the diffuse component (the radiosity) for later-reuse, similar to a radiosity algorithm. Radiosities are stored in adaptive radiosity textures (rexes)1 that record the pattern of light and shadow on every diffuse surface in the scene. They adaptively subdivide themselves to the appropriate level of detail for the picture being made, resolving sharp shadow edges automatically.We use a three-pass, bidirectional ray tracing algorithm that traces rays from both the lights and the eye. The "size pass" records visibility information on diffuse surfaces; the "light pass" progressively traces rays from lights and bright surfaces to deposit photons on diffuse surfaces to construct the radiosity textures; and the "eye pass" traces rays from the eye, collecting light from diffuse surfaces to make a picture.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
Appel68
Arthur Appel, "Some Techniques for Shading Machine Renderings of Solids", AFIPS 1968 Spring Joint Computer Con}., vol. 32, 1968, pp. 37-45.
 
Arvo86
James Afro, "Backward Ray Tracing", SIGGRAPtt '86 Developments in Ray Tracing seminar notes, Aug. 1986.
Atherton78
Baum89
Blinn76
Buckalew89
Cohen85
 
Cohen86
Michael F. Cohen, Donald P. Greenberg, David S. Immel, Philip ft. Brock, "An Efficient Radiosity Approach for Realistic Image Synthesis", {EEE Computer Graphics and Applications~ Mar. 1986, pp. 26-35.
Cohen88
Cook84
Cook86
Dippe85
Goral84
 
Hall89
Heckbert84
 
Heckbert86
Immel86
Kajiya86
Lee85
Mitchell87
Nishita85
Painter89
Reeves87
 
Samet90
Shao88
 
Siegel81
Robert Siegel, John R. Howell, Thermal Radiation Heat Transfer, Hemisphere Publishing Corp., Washington, DG, 1981.
Sillion89
 
Silverman86
B.W. Silverman, Density Estimation for Statistics and Data Analysis, Chapman and Hall, London, 1986.
 
Strauss88
Von Herzen87
Wallace87
Wallace89
Ward88
 
Warnock69
John E. Warnock, A Hidden Surface Algorithm for Computer Generated Halftone Pictures, TR 4-15, CS Dept, U. of Utah, June 1969.
Watt90
Whitted80
Williams78

CITED BY  41
 
 
 
 
 
 
 
 
 
 
 
 


Peer to Peer - Readers of this Article have also read: