Skip to main content

Reflected and Transmitted Irradiance from Area Sources using Vertex Tracing

  • Conference paper
  • First Online:
Rendering Techniques 2001 (EGSR 2001)

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

Included in the following conference series:

  • 438 Accesses

Abstract

Computing irradiance analytically from polygonal luminaires in polygonal environments has proven effective for direct lighting applications in diffuse radiosity environments. Methods for analytic integration have traditionally used edge-based solutions to the irradiance integral; our previous work presented a vertex-based analytic solution, allowing irradiance to be computed incrementally by ray tracing the apparent vertices of the luminaire. In this work we extend the vertex tracing technique to the analytic computation of irradiance from a polygonal luminaire in other indirect lighting applications: transmission through non-refractive transparent polygons, and reflection off perfectly specular polygons. Furthermore we propose an approximate method for computing transmitted irradiance through refractive polyhedra. The method remains effective in the presence of blockers.

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

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
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

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. James Arvo. Backward ray tracing. In SIGGRAPH’ 86 Developments in Ray Tracing seminar notes, volume 12, August 1986.

    Google Scholar 

  2. James Arvo. Analytic Methods for Simulated Light Transport. PhD thesis, Yale University, 1995.

    Google Scholar 

  3. Min Chen. Mathematical Methods for Image Synthesis. PhD thesis, California Institute of Technology, 2001.

    Google Scholar 

  4. Min Chen and J. Arvo. Pertubation methods for interactive specular reflections. IEEE Transactions on Visualization and Computer Graphics, 6(3):253–264, July-September 2000.

    Article  Google Scholar 

  5. Min Chen and James Arvo. A Closed-Form Solution for the Irradiance Due To Linearly Varying Luminaires. In B. Peroche and H. Rushmeier, editors, Rendering Techniques 2000 (Proceedings of the Eleventh Eurographics Workshop on Rendering), New York, NY, 2000. Springer Wien.137–148.

    Google Scholar 

  6. Michael F. Cohen and John R. Wallace. Radiosity and Realistic Image Synthesis. Academic Press Professional, Cambridge, MA, 1993.

    MATH  Google Scholar 

  7. George Dretakkis and Eugene Fiume. A fast shadow algorithm for area light sources using backprojection. In Andrew Glassner, editor, Proceedings of SIGGRAPH’ 94 (Orlando, Floritla, July 24–29, 1994), Computer Graphics Proceedings, Annual Conference Series, pages 223–230. ACM SIGGRAPH, ACM Press, July 1994. ISBN0-89791-667-0.

    Google Scholar 

  8. Fréda Durand, George Drettakis, and Claude Poech. The visibility skeleton: A powerful and efficient multi-purpose global visibility tool. In Turner Whitted, editor, SIGGRAPH 97 Conference Proceedings, Annual Conference Series, pages 89–100. ACM SIGGRAPH, Addison Wesley, August 1997. ISBN 0-89791-896-7.

    Google Scholar 

  9. H. Fuchs, Z. M. Kedem, and B. F. Naylor. On visible surface generation by a priori tree structures. volume 14, pages 124–133, July 1980.

    Google Scholar 

  10. Xavier Granier, George Drettakis, and Bruce Walter. Fast Global Illumination Including Specular Effects. In B. Peroche and H. Rushmeier, editors, Rendering Techniques 2000 (Proceedings of the Eleventh Eurographics Workshop on Rendering), pages 47–58, New York, NY, 2000. Springer Wien.

    Google Scholar 

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

    Google Scholar 

  12. Eugene Hecht. Optics. Addison Wesley Longman, third edition, 1998.

    Google Scholar 

  13. Paul S. Heckbert and Pat Hanrahan. Beam tracing polygonal objects. In Hank Christiansen, editor, Computer Graphics (SIGGRAPH ’84 Proceedings), volume 18, pages 119–127, July 1984.

    Google Scholar 

  14. Wolfgang Heidrich, Hendrik Lensch, Michael F. Cohen, and Hans-Peter Seidel. Light Field Techniques for Reflections and Refractions. In D. Lischinski and G. W. Larson, editors, Rendering Techniques 1999 (Proceedings of the Tenth Eurographics Workshop on Rendering), pages 187–196, New York, NY, 1999. Springer Wien.

    Google Scholar 

  15. Henrik Wann Jensen. Global illumination using photon maps. In Xavier Pueyo and Peter Schröder, editors, Eurographics Rendering Workshop 1996, pages 21–30, New York City, NY, June 1996. Eurographics, Springer Wien. ISBN 3-211-82883-4.

    Google Scholar 

  16. Henrik Wann Jensen. Rendering caustics on non-lambertian surfaces. Computer Graphics Forum, 16(1):57–64, 1997. ISSN 0167-7055.

    Article  Google Scholar 

  17. Henrik Wann Jensen and Niels Jørgen Christensen. A practical guide to global illumination using photon maps (sigggraph 2000 course notes 8), July 2000.

    Google Scholar 

  18. Don P. Mitchell and Pat Hanrahan. Illumination from curved reflectors. In Edwin E. Catmull, editor, Computer Graphics (SIGGRAPH’ 92 Proceedings), volume 26, pages 283–291, July 1992.

    Google Scholar 

  19. J. F. Nye. Natural Focusing and Fine Structure of Light. IOP Publishing Ltd, 1989.

    Google Scholar 

  20. H. Plantinga and C.R. Dyer. Visibility, occlusion, and the aspect graph. International Journal of Computer Vision, 5(2):137–160, 1990.

    Article  Google Scholar 

  21. Holly E. Rushmeier and Kenneth E. Torrance. Extending the radiosity method to include specularly reflecting and translucent materials. ACM Transactions on Graphics, 9(1):1–27, January 1990.

    Article  Google Scholar 

  22. Gernot Schauffler and Henrik Wann Jensen. Ray Tracing Point Sampled Geometry. In B. Peroche and H. Rushmeier, editors, Rendering Techniques 2000 (Proceedings of the Eleventh Eurographics Workshop on Rendering), pages 319–328, New York, NY, 2000. Springer Wien.

    Google Scholar 

  23. Peter Shirley. A ray tracing method for illumination calculation in diffuse-specular scenes. In Proceedings of Graphics Interface’ 90, pages 205–212, May 1990.

    Google Scholar 

  24. Peter Shirley. Realistic Ray Tracing. A K Peters, Ltd, 2000.

    Google Scholar 

  25. François Sillion and Claude Puech. Radiosity and Global Illumination. Morgan Kaufmann, San Francisco, 1994.

    Google Scholar 

  26. Cyril Soler and François X. Sillion. Fast Calculation of Soft Shadow Textures Using Convolution. In Michael Cohen, editor, SIGGRAPH 98 Conference Proceedings, Annual Conference Series, pages 321–332. ACM SIGGRAPH, Addison Wesley, July 1998. ISBN 0-89791-999-8.

    Google Scholar 

  27. Michael M. Stark. Vertex-based formulations of irradiance from polygonal sources. Technical Report UUCS-00-012, Department of Computer Science, University of Utah, May 2000.

    Google Scholar 

  28. Michael M. Stark. Analytic Illumination in Polyhedral Environments. PhD thesis, University of Utah, 2001.

    Google Scholar 

  29. Michael M. Stark, Elaine Cohen, Tom Lyche, and Richard F. Riesenfeld. Computing exact shadow irradiance using splines. Proceedings of SIGGRAPH 99, pages 155–164, August 1999. ISBN 0-20148-560-5. Held in Los Angeles, California.

    Google Scholar 

  30. Michael M. Stark and Richard F. Riesenfeld. Exact Illumination in Polygonal Environments using Vertex Tracing. In B. Peroche and H. Rushmeier, editors, Rendering Techniques 2000 (Proceedings of the Eleventh Eurographics Workshop on Rendering), pages 149–160, New York, NY, 2000. Springer Wien.

    Google Scholar 

  31. Spencer W. Thomas. Dispersive refraction in ray tracing. The Visual Computer, 2(1):3–8, January 1986.

    Article  Google Scholar 

  32. Alan Watt and Mark Watt. Advanced Animation and Rendering Techniques. ACM Press, 1992.

    Google Scholar 

  33. Mark Watt. Light-water interaction using backward beam tracing. In Forest Baskett, editor, Computer Graphics (SIGGRAPH’ 90 Proceedings), volume 24, pages 377–385, August 1990.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2001 Springer-Verlag Wien

About this paper

Cite this paper

Stark, M.M., Riesenfeld, R.F. (2001). Reflected and Transmitted Irradiance from Area Sources using Vertex Tracing. In: Gortler, S.J., Myszkowski, K. (eds) Rendering Techniques 2001. EGSR 2001. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6242-2_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-7091-6242-2_2

  • Published:

  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-211-83709-2

  • Online ISBN: 978-3-7091-6242-2

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics