Abstract
Existing radiosity rendering algorithms achieve interactivity or high fidelity, but not both. Most radiosity renderers optimize interactivity by converting to a polygonal representation and Gouraud interpolating shading samples, thus sacrificing visual fidelity. A few renderers achieve improved fidelity by performing a per-pixel irradiance “gather” operation, much as in ray-tracing. This approach does not achieve interactive frame rates on existing hardware.
This paper bridges the gap, by describing a data structure and algorithm which enable interactive, high-fidelity rendering of radiosity solutions. Our algorithm “factors” the radiosity rendering computation into two components: an offline phase, in which a per-surface representation of irradiance is constructed; and an online phase, in which this representation is rapidly queried, in parallel, to produce a radiosity value at each pixel. The key components of the offline phase are a heuristic discontinuity ranking algorithm, which identifies the strongest discontinuities, and a hybrid quadtree-mesh data structure which prevents combinatorial interactions between most discontinuities. The online phase involves a novel use of perspective-correct texture-mapping hardware to produce nonlinear, analytic shading effects.
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© 1996 Springer-Verlag/Wien1996
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Hardt, S., Teller, S. (1996). High-Fidelity Radiosity Rendering at Interactive Rates. In: Pueyo, X., Schröder, P. (eds) Rendering Techniques ’96. EGSR 1996. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-7484-5_8
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DOI: https://doi.org/10.1007/978-3-7091-7484-5_8
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