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
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