Video n. 107

Hierarchical Higher Order Face Cluster Radiosity for Global Illumination Walkthroughs of Complex Non-Diffuse Environments

Enrico Gobbetti, Leonardo Spano and Marco Agus

Presented at the Eurographics 2003 Conference.

  • Date: 02/2003
  • Production: CRS4 - D
  • Master: CD107
  • Encoding: DivX
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    Abstract

    We present an algorithm for simulating global illumination in scenes composed of highly tessellated objects with diffuse or moderately glossy reflectance. The solution method is a higher order extension of the face cluster radiosity technique. It combines face clustering, multiresolution visibility, vector radiosity, and higher order bases with a modified progressive shooting iteration to rapidly produce visually continuous solutions with limited memory requirements. The output of the method is a vector irradiance map that partitions input models into areas where global illumination is well approximated using the selected basis. The programming capabilities of modern commodity graphics architectures are exploited to render illuminated models directly from the vector irradiance map, exploiting hardware acceleration for approximating view dependent illumination during interactive walkthroughs. Using this algorithm, visually compelling global illumination solutions for scenes of over one million input polygons can be computed in minutes and examined interactively on common graphics personal computers.

    Related Publications

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    [1] Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. Interactive Out-of-core Visualization of Very Large Landscapes on Commodity Graphics Platforms. In Olivier Balet, Gérard Subsol, and Patrice Torguet, editors, International Conference on Virtual Storytelling. Volume 2897 of Lecture Notes in Computer Science. Pages 21-29, Springer Verlag, New York, NY, USA, November 2003. Proc. Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003, Proceedings. 
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    [2] Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. Batching Meshes for High Performance Terrain Visualization. In Proceedings Eurographics Italy, September 2003. CDROM Proceedings.
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    [3] Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM). In Proceedings IEEE Visualization. Pages 147-155. IEEE Computer Society Press, October 2003. 
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    [4] Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization. Computer Graphics Forum, 22(3): 505-514, September 2003. Proc. Eurographics 2003 - Second Best Paper Award. 

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    See Also

    Details on the BDAM technique and other terrain rendering techniques are available from our terrain visualization activities page.

    This research is done in collaboration with the ISTI-CNR Visual Computing Group .