A Progressive Algorithm for Three Point Transport
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Date
1999Author
Dumont, Reynald
Bouatouch, Kadi
Gosselin, Philippe
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When computing global illumination in environments made up of surfaces with general Bidirectional Reflection Distribution Functions, a three point formulation of the rendering equation can be used. Brute-force algorithms can lead to a linear system of equations whose matrix is cubic, which is expensive in time and space. The hierarchical approach is more efficient. Aupperle et al. proposed a hierarchical three point algorithm to compute global illumination in the presence of glossy reflection. We present in this paper some improvements we brought to this method: shooting, "lazy" push-pull, photometric subdivision criterion, etc. Then we will show how our new method takes into account non-planar surfaces in the hierarchical resolution process.
BibTeX
@article {10.1111:1467-8659.00301,
journal = {Computer Graphics Forum},
title = {{A Progressive Algorithm for Three Point Transport}},
author = {Dumont, Reynald and Bouatouch, Kadi and Gosselin, Philippe},
year = {1999},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00301}
}
journal = {Computer Graphics Forum},
title = {{A Progressive Algorithm for Three Point Transport}},
author = {Dumont, Reynald and Bouatouch, Kadi and Gosselin, Philippe},
year = {1999},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00301}
}