By Topic

Frame-to-frame coherent animation with two-pass radiosity

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
I. Martin ; Inst. d'Informatica i Aplicacions, Univ. de Girona, Spain ; X. Pueyo ; D. Tost

This paper proposes an efficient method for the production of high quality radiosity solutions which uses an a priori knowledge of the dynamic properties of the scene to exploit temporal coherence. The method is based on a two-pass strategy that provides user-control on the final frame quality. In the first pass, it computes a coarse global solution of the radiosities along a time interval and then, in the second pass, it performs a frame-to-frame incremental gathering step using hardware graphic accelerators. Computing cost is thus reduced because the method takes advantage of frame-to-frame coherence by identifying the changes produced by dynamic objects and by decoupling them from computations that remain unchanged. The input data is a dynamic model of the environment through a period of time corresponding to the same camera recording. The method proceeds by incrementally updating two data structures: a space-time hierarchical radiosity solution for a given interval of time and a hierarchical tree of textures representing the space-time final illumination of the visible surfaces. These data structures are computed for a given viewpoint, either static or dynamic. The main contribution of this work is the efficient construction of the texture tree by identifying the changes produced by dynamic objects and by only recomputing these changes.

Published in:

IEEE Transactions on Visualization and Computer Graphics  (Volume:9 ,  Issue: 1 )