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Textures and radiosity: controlling emission and reflection with texture maps
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 21st annual conference on Computer graphics and interactive techniques table of contents
Pages: 51 - 58  
Year of Publication: 1994
ISBN:0-89791-667-0
Authors
Reid Gershbein  Department of Computer Science, Princeton University
Peter Schröder  Department of Computer Science, Princeton University
Pat Hanrahan  Department of Computer Science, Princeton University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 3,   Downloads (12 Months): 31,   Citation Count: 12
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ABSTRACT

In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows the use of textures to describe complex reflectance and emittance patterns over surfaces, increasing the realism and complexity of radiosity images. Previous approaches to the inclusion of textures have either averaged the texture to yield a single color for the radiosity computations, or exhaustively generated detail elements—possibly as many as one per texture pixel. The former does not capture important lighting effects due to textures, while the latter is too expensive computationally to be practical.To handle texture maps requires a detailed analysis of the underlying operator equation. In particular we decompose the radiosity equation into two steps: (i) the computation of irradiance on a surface from the radiosities on other surfaces, and (ii) the application of the reflectance operator &rgr; to compute radiosities from irradiances. We then describe an algorithm that maintains hierarchical representations of both radiosities and textures. The numerical error involved in using these approximations is quantifiable and a time/error tradeoff is possible. The resulting algorithm allows texture maps to be used in radiosity computations with very little overhead.


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.

 
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Beylkin,G.,Coifman,R.,and Rokhlin,V.Fast Wavelet Transforms and Numerical Algorithms I. Communications on Pure and Applied Mathematics 44 (1991), 141-183.
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Cohen,M.F.,Greenberg,D.P.,Immel,D.S.,and Brock,P.J.An Efficient Radiosity Approach for Realistic Image Synthesis. IEEE Computer Graphics and Applications 6, 3 (March 1986), 26-35.
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Fournier,A.,Gunawan,A.S.,and Romanzin,C.Com-mon Illumination between Real and Computer Generated Scenes. In Proceedings of Graphics Interface 93 (1993), pp. 254-261.
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Heckbert,P.S.Radiosity in Flatland. Computer Graphics Forum 2, 3 (1992), 181-192.
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Schr ~oder,P.,Gortler,S.J.,Cohen,M.F.,and Hanrahan,P.Wavelet Projections For Radiosity. In Fourth Eurographics Workshop on Rendering (June 1993), Eurographics, pp. 105-114.
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Upstill,S.The RenderMan Companion. Addison Wesley, 1992.
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CITED BY  12

Collaborative Colleagues:
Reid Gershbein: colleagues
Peter Schröder: colleagues
Pat Hanrahan: colleagues