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dc.contributor.authorDumont, Reynalden_US
dc.contributor.authorBouatouch, Kadien_US
dc.contributor.authorGosselin, Philippeen_US
dc.date.accessioned2015-02-16T06:24:14Z
dc.date.available2015-02-16T06:24:14Z
dc.date.issued1999en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00301en_US
dc.description.abstractWhen 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.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleA Progressive Algorithm for Three Point Transporten_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume18en_US
dc.description.number1en_US
dc.identifier.doi10.1111/1467-8659.00301en_US
dc.identifier.pages41-56en_US


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