{"title":"Efficient radiosity rendering using textures and bicubic reconstruction","authors":"R. Bastos, Mike Goslin, Hansong Zhang","doi":"10.1145/253284.253309","DOIUrl":null,"url":null,"abstract":"Wepresenta method to speed up walkthmttghs of static scenes. It involves the cmatiort of acmttimsous C1 radiosity reconstruction for adaptively sampled tegiotts. This mpmaentation is a unitied solution to handle usuestricted quadtrees and T-vertices, and allows for the generation of multiple different levels-of-detail of the radiosity function, which are represented as texture maps. The method also involves the use of hardwase bicublc filtering for the mdiosity shading. Both techniques allow improvenmts in performance and memory usage while preserving visual appearance. CR CMegories and Subject Deaeriptom: L3.3 [Computer Graphics]: Pictusdmage Generation Viewing Algorithm, 1.3.6 [Computer Graphics]: Methodology and Techniques Integration Techniques. Additioatsl","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"1 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"37","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 1997 symposium on Interactive 3D graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/253284.253309","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 37
Abstract
Wepresenta method to speed up walkthmttghs of static scenes. It involves the cmatiort of acmttimsous C1 radiosity reconstruction for adaptively sampled tegiotts. This mpmaentation is a unitied solution to handle usuestricted quadtrees and T-vertices, and allows for the generation of multiple different levels-of-detail of the radiosity function, which are represented as texture maps. The method also involves the use of hardwase bicublc filtering for the mdiosity shading. Both techniques allow improvenmts in performance and memory usage while preserving visual appearance. CR CMegories and Subject Deaeriptom: L3.3 [Computer Graphics]: Pictusdmage Generation Viewing Algorithm, 1.3.6 [Computer Graphics]: Methodology and Techniques Integration Techniques. Additioatsl