Abstract
This paper presents a linear-time radiosity algorithm for scenes containing large mutually unoccluded polygonal patches. It subdivides pairs of patches adaptively to build a hierarchical data structure with n elements at the leaves, and it encodes all the light transport between component polygonal elements. Given a required numerical precision, determined by the specified bounds for maximum solid angle F ε and minimum area A ε , our algorithm reduces the number of form factor calculations and interactions to 0(n) in the worst case and \(\sqrt {O\left( n \right)} \) in the best case. Standard techniques for shooting and gathering can then be used with the data structure. The best previous radiosity algorithms represented the element-to-element transport interactions with n 2 form factors.
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© 1992 Springer-Verlag Berlin Heidelberg
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Hanrahan, P., Salzman, D. (1992). A Rapid Hierarchical Radiosity Algorithm for Unoccluded Environments. In: Bouatouch, K., Bouville, C. (eds) Photorealism in Computer Graphics. EurographicSeminars. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-09287-3_11
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DOI: https://doi.org/10.1007/978-3-662-09287-3_11
Publisher Name: Springer, Berlin, Heidelberg
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