399 research outputs found
Wavelet Radiosity
Radiosity methods have been shown to be an effective means to solve the global illumination problem in Lambertian diffuse environments. These methods approximate the radiosity integral equation by projecting the unknown radiosity function into a set of basis functions with limited support resulting in a set of n linear equations where n is the number of discrete elements in the scene. Classical radiosity methods required the evaluation of n2 interaction coefficients. Efforts to reduce the number of required coefficients without compromising error bounds have focused on raising the order of the basis functions, meshing, accounting for discontinuities, and on developing hierarchical approaches, which have been shown to reduce the required interactions to O(n). In this paper we show that the hierarchical radiosity formulation is an instance of a more general set of methods based on wavelet theory. This general framework offers a unified view of both higher order element approaches to radiosity and the hierarchical radiosity methods. After a discussion of the relevant theory, we discuss a new set of linear time hierarchical algorithms based on wavelets such as the multiwavelet family and a flatlet basis which we introduce. Initial results of experimentation with these basis sets are demonstrated and discussed.Engineering and Applied Science
Isotropic clustering for hierarchical radiosity - implementation and experiences
Although Hierarchical Radiosity was a big step forward for finite element computations in the context of global illumination, the algorithm can hardly cope with
scenes of more than medium complexity. The reason is that Hierarchical Radiosity
requires an initial linking step, comparing all pairs of initial objects in the scene.
These initial objects are then hierarchically subdivided in order to accurately represent the light transport between them. Isotropic Clustering, as introduced by
Sillion, in addition creates a hierarchy above the input objects. Thus, it allows for
the interaction of complete clusters of objects and avoids the costly initial linking
step.
In this paper, we describe our implementation of the isotropic clustering algorithm and discuss some of the problems that we encountered. The complexity of
the algorithm is examined and clustering strategies are compared
APPLICATION OF VARIATIONAL CALCULUS IN THE RADIOSITY METHOD
The original radiosity method searches for the radiosity distribution in a piecewise constant
function form. Using this stepwise constant assumption about the radiosity distribution,
the integral equation describing the energy transfer is transformed to a linear equation
system. Higher order radiosity method means the approximation of the radiosity distri-
bution by more complex functions, as for example, by piecewise linear, harmonic, wavelet,
etc. function series with unknown coefficients. Due to higher order approximation, the
number of the unknown variables can be significantly smaller than the number of constant
steps in the original method. This paper discusses the conversion of the integral equation
to an equivalent variational problem which can result in a linear equation system for the
unknown coefficients. Three function bases are examined in detail in this framework:
piecewise constant, piecewise linear and harmonic approximations
Fast hierarchical low-rank view factor matrices for thermal irradiance on planetary surfaces
We present an algorithm for compressing the radiosity view factor model
commonly used in radiation heat transfer and computer graphics. We use a format
inspired by the hierarchical off-diagonal low rank format, where elements are
recursively partitioned using a quadtree or octree and blocks are compressed
using a sparse singular value decomposition -- the hierarchical matrix is
assembled using dynamic programming. The motivating application is
time-dependent thermal modeling on vast planetary surfaces, with a focus on
permanently shadowed craters which receive energy through indirect irradiance.
In this setting, shape models are comprised of a large number of triangular
facets which conform to a rough surface. At each time step, a quadratic number
of triangle-to-triangle scattered fluxes must be summed; that is, as the sun
moves through the sky, we must solve the same view factor system of equations
for a potentially unlimited number of time-varying righthand sides. We first
conduct numerical experiments with a synthetic spherical cap-shaped crater,
where the equilibrium temperature is analytically available. We also test our
implementation with triangle meshes of planetary surfaces derived from digital
elevation models recovered by orbiting spacecrafts. Our results indicate that
the compressed view factor matrix can be assembled in quadratic time, which is
comparable to the time it takes to assemble the full view matrix itself. Memory
requirements during assembly are reduced by a large factor. Finally, for a
range of compression tolerances, the size of the compressed view factor matrix
and the speed of the resulting matrix vector product both scale linearly (as
opposed to quadratically for the full matrix), resulting in orders of magnitude
savings in processing time and memory space.Comment: 21 pages, 10 figure
Implementation and Analysis of an Image-Based Global Illumination Framework for Animated Environments
We describe a new framework for efficiently computing and storing global illumination effects for complex, animated environments. The new framework allows the rapid generation of sequences representing any arbitrary path in a view space within an environment in which both the viewer and objects move. The global illumination is stored as time sequences of range-images at base locations that span the view space. We present algorithms for determining locations for these base images, and the time steps required to adequately capture the effects of object motion. We also present algorithms for computing the global illumination in the base images that exploit spatial and temporal coherence by considering direct and indirect illumination separately. We discuss an initial implementation using the new framework. Results and analysis of our implementation demonstrate the effectiveness of the individual phases of the approach; we conclude with an application of the complete framework to a complex environment that includes object motion
Real-time Cinematic Design Of Visual Aspects In Computer-generated Images
Creation of visually-pleasing images has always been one of the main goals of computer graphics. Two important components are necessary to achieve this goal --- artists who design visual aspects of an image (such as materials or lighting) and sophisticated algorithms that render the image. Traditionally, rendering has been of greater interest to researchers, while the design part has always been deemed as secondary. This has led to many inefficiencies, as artists, in order to create a stunning image, are often forced to resort to the traditional, creativity-baring, pipelines consisting of repeated rendering and parameter tweaking. Our work shifts the attention away from the rendering problem and focuses on the design. We propose to combine non-physical editing with real-time feedback and provide artists with efficient ways of designing complex visual aspects such as global illumination or all-frequency shadows. We conform to existing pipelines by inserting our editing components into existing stages, hereby making editing of visual aspects an inherent part of the design process. Many of the examples showed in this work have been, until now, extremely hard to achieve. The non-physical aspect of our work enables artists to express themselves in more creative ways, not limited by the physical parameters of current renderers. Real-time feedback allows artists to immediately see the effects of applied modifications and compatibility with existing workflows enables easy integration of our algorithms into production pipelines
Outdoor 3D illumination in real time environments: A novel approach
Comprehensive enlightenment is one of the fundamental components that virtualize the real environment. Accordingly, sky shading is one of the important components considered in the virtualization process. This research introduces the Dobashi method of sky luminance; additionally, Radiosity Caster Culling is applied to the virtual objects as the second thought for outside illumination. Pre-Computed Radiance Transfer is connected to ascertain the division of patches. Moreover, for real sky shading, the Perez model is utilized. By pre-ascertaining sky shading vitality and outside light, the vitality of the entire open air is figured ahead of time. The open air vitality is shared on virtual articles to make the situations more practical. Commercial videos and cartoon creators could utilize the strategy to produce real outside situations. © 2017
A New Mathematical Development for Radiosity Animation with Galerkin
International audienceCombining animation and global illumination constitutes, at present, a true challenge in computer graphics, especially when light sources move in a complex scene because the entire illumination has to be recomputed. This paper introduces a new algorithm, based on the Galerkin method, which can efficiently manage any moving surface -even light source- to compute animation sequences. For each new frame of a sequence, we take into account the continuous property of the moves to determine the necessary energy differences between the previous global illumination solution and the new one. Based on a mathematical development of the form factor, this new approach leads to an efficient and simple algorithm, similar to the classical progressive refinement algorithm, and which computes animated sequence about three times faster
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