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dc.contributor.authorPaquette, Ericen_US
dc.contributor.authorPoulin, Pierreen_US
dc.contributor.authorDrettakis, Georgeen_US
dc.date.accessioned2015-02-15T19:15:00Z
dc.date.available2015-02-15T19:15:00Z
dc.date.issued1998en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00254en_US
dc.description.abstractWe introduce a new data structure in the form of a light hierarchy for efficiently ray-tracing scenes with many light sources. An octree is constructed with the point light sources in a scene. Each node represents all the light sources it contains by means of a virtual light source. We determine bounds on the error committed with this approximation to shade a point, both for the cases of diffuse and specular reflections. These bounds are then used to guide a hierarchical shading algorithm. If the current level of the light hierarchy provides shading of sufficient quality, the approximation is used, thus avoiding the cost of shading for all the light sources contained below this level. Otherwise the descent into the light hierarchy continues.Our approach has been implemented for scenes without occlusion. The results show important acceleration compared to standard ray-tracing (up to 90 times faster) and an important improvement compared to Wardâ s adaptive shadow testing.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleA Light Hierarchy for Fast Rendering of Scenes with Many Lightsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume17en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00254en_US
dc.identifier.pages63-74en_US


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