Title of article :
A Progressive Algorithm for Three Point Transport
Author/Authors :
Reynald Dumont، نويسنده , , Kadi Bouatouch، نويسنده , , Philippe Gosselin، نويسنده ,
Issue Information :
روزنامه با شماره پیاپی سال 1999
Pages :
16
From page :
41
To page :
56
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.
Keywords :
animation • physical simulation • ground interaction • terrain • sand • mud • snow
Journal title :
Computer Graphics Forum
Serial Year :
1999
Journal title :
Computer Graphics Forum
Record number :
404228
Link To Document :
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