Premium
A Progressive Algorithm for Three Point Transport
Author(s) -
Dumont Reynald,
Bouatouch Kadi,
Gosselin Philippe
Publication year - 1999
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/1467-8659.00301
Subject(s) - subdivision , computer science , rendering (computer graphics) , algorithm , planar , global illumination , point (geometry) , reflection (computer programming) , point location , computer graphics (images) , mathematics , geometry , archaeology , history , programming language
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.