High-Fidelity Radiosity Rendering at Interactive Rates

  • Stephen Hardt
  • Seth Teller
Part of the Eurographics book series (EUROGRAPH)


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.


Computer Graphic Graphic Hardware Global Illumination Online Phase Offline Phase 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag/Wien1996 1996

Authors and Affiliations

  • Stephen Hardt
    • 1
  • Seth Teller
    • 1
  1. 1.MIT Synthetic Imagery GroupUSA

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