{"title":"照明网络:快速逼真的渲染与一般的反射功能","authors":"Chris Buchalew, D. Fussell","doi":"10.1145/74333.74342","DOIUrl":null,"url":null,"abstract":"We present a technique for modeling global illumination which allows a wide variety of reflectance functions. Scene coherence is exploited in a preprocessing step in which the geometry is analyzed using iterative techniques. Memory is traded for speed, in anticipation of the high memory capacities of workstations of the future. The algorithm operates well over a wide range of time and image quality constraints: realistic results may be produced very quickly while very accurate results require more time and space. The method can be extended for animation and parallelization.","PeriodicalId":422743,"journal":{"name":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","volume":"74 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1989-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"72","resultStr":"{\"title\":\"Illumination networks: fast realistic rendering with general reflectance functions\",\"authors\":\"Chris Buchalew, D. Fussell\",\"doi\":\"10.1145/74333.74342\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a technique for modeling global illumination which allows a wide variety of reflectance functions. Scene coherence is exploited in a preprocessing step in which the geometry is analyzed using iterative techniques. Memory is traded for speed, in anticipation of the high memory capacities of workstations of the future. The algorithm operates well over a wide range of time and image quality constraints: realistic results may be produced very quickly while very accurate results require more time and space. The method can be extended for animation and parallelization.\",\"PeriodicalId\":422743,\"journal\":{\"name\":\"Proceedings of the 16th annual conference on Computer graphics and interactive techniques\",\"volume\":\"74 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1989-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"72\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 16th annual conference on Computer graphics and interactive techniques\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/74333.74342\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 16th annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/74333.74342","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Illumination networks: fast realistic rendering with general reflectance functions
We present a technique for modeling global illumination which allows a wide variety of reflectance functions. Scene coherence is exploited in a preprocessing step in which the geometry is analyzed using iterative techniques. Memory is traded for speed, in anticipation of the high memory capacities of workstations of the future. The algorithm operates well over a wide range of time and image quality constraints: realistic results may be produced very quickly while very accurate results require more time and space. The method can be extended for animation and parallelization.