Skip to main content

Automatic Calculation of Soft Shadow Textures for Fast, High Quality Radiosity

  • Conference paper
  • First Online:

Part of the book series: Eurographics ((EUROGRAPH))

Abstract

We propose a new method for greatly accelerating the computation of complex, detailed shadows in a radiosity solution. Radiosity is computed using a “standard” hierarchical radiosity algorithm with clustering, but the rapid illumination variations over some large regions receiving complex shadows are computed on the fly using an efficient convolution operation, and displayed as textures. This allows the representation of complex shadowed radiosity functions on a single large polygon. We address the main issues of efficiently and consistently integrating the soft shadow calculation in the hierarchical radiosity framework. These include the identification of the most appropriate mode of calculation for each particular configuration of energy exchange, the development of adequate refinement criteria for error-driven simulation, and appropriate data structures and algorithms for radiosity representation and display. We demonstrate the efficiency of the algorithm with examples involving complex scenes, and a comparison to a clustering algorithm.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   129.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. James R. Arvo. Backward Ray Tracing. In ACM SIGGRAPH’ 86 Course Notes — Developments in Ray Tracing, volume 12, August 1986.

    Google Scholar 

  2. S. Gibson and R. J. Hubbold. Efficient hierarchical refinement and clustering for radiosity in complex environments. Computer Graphics Forum, 15(5):297–310, December 1996.

    Article  Google Scholar 

  3. Eric Haines and John Wallace. Shaft culling for efficient ray-traced radiosity. In Eurographics Workshop on Rendering, 1991.

    Google Scholar 

  4. Pat Hanrahan, David Salzman, and Larry Aupperle. A rapid hierarchical radiosity algorithm. In Thomas W. Sederberg, editor, Computer Graphics (SIGGRAPH’ 91 Proceedings), volume 25, pages 197–206, July 1991.

    Google Scholar 

  5. Paul Heckbert. Adaptive Radiosity Textures for Bidirectional Ray Tracing. In Computer Graphics (ACM SIGGRAPH’ 90 Proceedings), volume 24, pages 145–154, August 1990.

    Article  Google Scholar 

  6. Karol Myszkowski and Tosiyasu L. Kunii. Texture mapping as an alternative for meshing during walkthrough animation. In Fifth Eurographics Workshop on Rendering, pages 375–388, Darmstadt, Germany, June 1994.

    Google Scholar 

  7. François Sillion. A unified hierarchical algorithm for global illumination with scattering volumes and object clusters. IEEE Transactions on Visualization and Computer Graphics, 1(3), September 1995. (a preliminary version appeared in the fifth Eurographics workshop on rendering, Darmstadt, Germany, June 1994).

    Google Scholar 

  8. Philipp Slusallek, Michael Schroder, Marc Stamminger, and Hans-Peter Seidel. Smart Links and Efficient Reconstruction for Wavelet Radiosity. In P. M. Hanrahan and W. Purgath-ofer, editors, Rendering Techniques’ 95 (Proceedings of the Sixth Eurographics Workshop on Rendering), pages 240–251, New York, NY, 1995. Springer-Verlag.

    Google Scholar 

  9. Brian Smits, James Arvo, and Donald Greenberg. A clustering algorithm for radiosity in complex environments. In Andrew Glassner, editor, Proceedings of SIGGRAPH’ 94 (Orlando, Florida, July 24–29, 1994), Computer Graphics Proceedings, Annual Conference Series, pages 435–442. ACM SIGGRAPH, ACM Press, July 1994. ISBN 0-89791-667-0.

    Google Scholar 

  10. Cyril Soler and François Sillion. Fast calculation of soft shadows textures using convolution, 1998. to appear in SIGGRAPH 98 conference proceedings.

    Google Scholar 

  11. Harold R. Zatz. Galerkin radiosity: A higher-order solution method for global illumination. In Computer Graphics Proceedings, Annual Conference Series: SIGGRAPH’ 93 (Anaheim, CA, USA), pages 213–220. ACM SIGGRAPH, New York, August 1993.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 1998 Springer-Verlag Wien

About this paper

Cite this paper

Soler, C., Sillion, F.X. (1998). Automatic Calculation of Soft Shadow Textures for Fast, High Quality Radiosity. In: Drettakis, G., Max, N. (eds) Rendering Techniques ’98. EGSR 1998. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6453-2_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-7091-6453-2_19

  • Published:

  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-211-83213-4

  • Online ISBN: 978-3-7091-6453-2

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics