Information
- Publication Type: Technical Report
- Workgroup(s)/Project(s): not specified
- Date: April 2000
- Number: TR-186-2-00-04
- Keywords: first-shot, finite-element techniques, global methods, Monte-Carlo quadrature, stochastic iteration, Non-diffuse global illumination
Abstract
This paper presents a method that can replace the small and medium size lightsources by their effect in non-diffuse global illumination algorithms. Incoming first-shot is a generalization of a preprocessing technique called the first-shot that was developed for speeding up global diffuse radiosity algorithms. Alternatively, it can also be approached as a generalization of the direct-lightsource computation involved in gathering type methods. In order to reduce the prohibitive memory requirements of the original first-shot when it is applied to non-diffuse scenes in a direct manner, the proposed new method computes and stores only the incoming radiance generated by the lightsources and the reflected radiance is obtained from the incoming radiance on the fly taking into account the local BRDF. Since the radiance function of the reflection is smoother and flatter than the original lightsource function, this replacement makes the integrand of the rendering equation have significantly smaller variation, which can speed up global illumination algorithms. The paper also discusses how the first-shot technique can be built into a stochastic iteration algorithm using ray-bundles, and provides run-time statistics.Additional Files and Images
Weblinks
No further information available.BibTeX
@techreport{Szirmay-2000-NDFS,
title = "Incoming First-Shot for Non-Diffuse Global Illumination",
author = "L\'{a}szl\'{o} Szirmay-Kalos and Mateu Sbert and Roel
Martinez and Robert F. Tobler",
year = "2000",
abstract = "This paper presents a method that can replace the small and
medium size lightsources by their effect in non-diffuse
global illumination algorithms. Incoming first-shot is a
generalization of a preprocessing technique called the
first-shot that was developed for speeding up global diffuse
radiosity algorithms. Alternatively, it can also be
approached as a generalization of the direct-lightsource
computation involved in gathering type methods. In order to
reduce the prohibitive memory requirements of the original
first-shot when it is applied to non-diffuse scenes in a
direct manner, the proposed new method computes and stores
only the incoming radiance generated by the lightsources and
the reflected radiance is obtained from the incoming
radiance on the fly taking into account the local BRDF.
Since the radiance function of the reflection is smoother
and flatter than the original lightsource function, this
replacement makes the integrand of the rendering equation
have significantly smaller variation, which can speed up
global illumination algorithms. The paper also discusses how
the first-shot technique can be built into a stochastic
iteration algorithm using ray-bundles, and
provides run-time statistics.",
month = apr,
number = "TR-186-2-00-04",
address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
institution = "Institute of Computer Graphics and Algorithms, Vienna
University of Technology ",
note = "human contact: technical-report@cg.tuwien.ac.at",
keywords = "first-shot, finite-element techniques, global methods,
Monte-Carlo quadrature, stochastic iteration, Non-diffuse
global illumination",
URL = "https://www.cg.tuwien.ac.at/research/publications/2000/Szirmay-2000-NDFS/",
}