A Progressive Algorithm for Three Point Transport
dc.contributor.author | Dumont, Reynald | en_US |
dc.contributor.author | Bouatouch, Kadi | en_US |
dc.contributor.author | Gosselin, Philippe | en_US |
dc.date.accessioned | 2015-02-16T06:24:14Z | |
dc.date.available | 2015-02-16T06:24:14Z | |
dc.date.issued | 1999 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/1467-8659.00301 | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | Blackwell Publishers Ltd and the Eurographics Association | en_US |
dc.title | A Progressive Algorithm for Three Point Transport | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 18 | en_US |
dc.description.number | 1 | en_US |
dc.identifier.doi | 10.1111/1467-8659.00301 | en_US |
dc.identifier.pages | 41-56 | en_US |
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