Visibility Driven Hierarchical Radiosity
Résumé
Hierarchical radiosity (HR) simulations rapidly compute light exchanges in a given scene by subdividing the original objects to create an adaptive mesh representing light variations and shadows. Previous mesh subdivision strategies still suffer however from the limitations of regular (quadtree) subdivision. Discontinuity meshing solutions are usually limited to primary illumination and become intractable for more than two or three light sources. Visibility calculation is still done largely by ray-casting approximations which can often produce erroneous results. In this abstract, we present a novel Visibility Driven hierarchical radiosity algorithm, by extending the Visibility Skeleton [DDP97]. Our approach uses the extended Skeleton to compute accurate visibility at vertices, to insert important discontinuities and to effect an efficient refinement strategy. We use hierarchical triangulations and introduce a novel push-pull procedure for accurate display. The most significant related work includes that of Lischinski et al [LTG93] which combines discontinuity meshing and HR. Discontinuity meshing is performed for a small number of direct lights, and a second pass is used to accurately compute visibility and illumination at vertices. Our visibility-driven HR algorithm is also related to Wavelet radiosity [GSCH93] and to the work on perceptually based refinement [GH97].
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