Results 241 to 250 of about 5,165,778 (294)

Radiosity and global illumination.

open access: yes, 1994
Francois Sillion and Claude Puech have provided a superb book on the simulation of global illumination in computer graphics. Specifically, the authors deal with the radiosity method and Monte Carlo techniques. The authors place a far greater emphasis on the radiosity method, devoting just a short portion of the text to Monte Carlo approaches.
Sillion, François X., Puech, Claude
openaire   +3 more sources

Simplification of Global‐Illumination Meshes

open access: yesComputer Graphics Forum, 1996
AbstractWe present a methodfor simplifying the meshes produced as solutions to global illumination problems, reducing geometric complexity while retaining the perceived imagefidelity. The method has been applied to produce meshes of linearly, quadratically and cubically colour‐interpolated triangles.
Merlin Hughes   +2 more
openaire   +3 more sources
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Clustering for glossy global illumination

ACM Transactions on Graphics, 1997
We present a new clustering algorithm for global illumination in complex environments. The new algorithm extends provious work on clustering for radiosity to allow for nondiffuse (glossy) reflectors. We represent clusters as points with directional distributions of outgoing and incoming radiance and importance, and we derive an error bound for ...
Dani Lischinski   +2 more
exaly   +3 more sources

Origins of Global Illumination

IEEE Computer Graphics and Applications, 2020
Global illumination refers to a complete shading model that simulates real lighting and reflection as accurately as possible. Whether used for product prototyping or special effects for entertainment, the goal is to match the appearance of the real world.
Turner Whitted   +3 more
openaire   +3 more sources

Voxel-based global illumination

Symposium on Interactive 3D Graphics and Games, 2011
Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions.
Sinje Thiedemann   +3 more
openaire   +1 more source

Precomputed illuminance composition for real-time global illumination

Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016
In this paper we present a new real-time approach for indirect global illumination under dynamic lighting conditions. We use surfels to gather a sampling of the local illumination and propagate the light through the scene using a hierarchy and a set of precomputed light transport paths.
Johannes Jendersie   +2 more
openaire   +2 more sources

Combining global and local global-illumination algorithms

Proceedings of the 19th Spring Conference on Computer Graphics, 2003
Global illumination algorithms can be classified as local and global transfer methods. Local methods find a single point (or patch) in a given step and transfer its radiance towards other point(s). Global methods, on the other hand, select the source and the target of the transfer simultaneously. Local methods are better if the radiance distribution is
György Antal   +4 more
openaire   +2 more sources

Quantized Point‐Based Global Illumination

Computer Graphics Forum, 2012
AbstractPoint‐based global illumination (PBGI) uses a dense point sampling of the scene's surfaces to approximate indirect light transport and is intensively used in 3D motion pictures and special effects. Each point caches the reflected light using a spherical function and is typically used in a subsequent rasterization process to compute color ...
Buchholz B., Boubekeur T.
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Vision-an architecture for global illumination calculations

IEEE Transactions on Visualization and Computer Graphics, 1995
So far, the problem of global illumination calculation has almost exclusively been approached from an algorithmic point of view. We propose an architectural approach to global illumination. The proposed rendering architecture Vision is derived from a model of the physical rendering process, which is subsequently mapped onto an object-oriented hierarchy
Philipp Slusallek, Hans-Peter Seidel
openaire   +2 more sources

Interactive display of isosurfaces with global illumination

IEEE Transactions on Visualization and Computer Graphics, 2006
In many applications, volumetric data sets are examined by displaying isosurfaces, surfaces where the data, or some function of the data, takes on a given value. Interactive applications typically use local lighting models to render such surfaces. This work introduces a method to precompute or lazily compute global illumination to improve interactive ...
Chris Wyman   +3 more
openaire   +2 more sources

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