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Book ChapterDOI

Progressive Previewing of Ray-Traced Images Using Image Plane Disconinuity Meshing

TLDR
This paper presents a new method for progressively previewing a ray-traced image while it is being computed, which constructs and incrementally updates a constrained Delaunay triangulation of the image plane.
Abstract
This paper presents a new method for progressively previewing a ray-traced image while it is being computed. Our method constructs and incrementally updates a constrained Delaunay triangulation of the image plane. The points in the triangulation correspond to all of the image samples that have been computed by the ray tracer, and the constraint edges correspond to various important discontinuity edges in the image. The triangulation is displayed using hardware Gouraud shading, yielding a piecewise-linear approximation to the final image. Texture mapped surfaces, as well as other regions in the image that are not well approximated by linear interpolation, are handled with the aid of hardware texture mapping.

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Citations
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Proceedings ArticleDOI

Interactive global illumination in dynamic scenes

TL;DR: This system uses a novel scheme for caching the results of a high quality pixel-based renderer such as a bidirectional path tracer to significantly outperform other interactive systems based on caching ray-tracing samples, especially in dynamic scenes.
Proceedings ArticleDOI

Combining edges and points for interactive high-quality rendering

TL;DR: The edge-and-point image is a new compact representation that combines edges and points such that fast, table-driven interpolation of pixel shading from nearby point samples is possible, while respecting discontinuities.
Book ChapterDOI

Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering

TL;DR: A 3D mesh-based reconstruction called a tapestry that serves both as the display representation and as a cache that supports the re-use of samples across views is introduced.
Journal ArticleDOI

Radiance interpolants for accelerated bounded-error ray tracing

TL;DR: This system uses per-surface interpolants to approximate radiance both interactive and batch ray tracers and uses an efficient cache management algorithm to keep the memory footprint of the system small with negilgible overhead.
Proceedings ArticleDOI

Progressive radiance evaluation using directional coherence maps

TL;DR: A progressive refinement algorithm that generates an approximate image quickly, then gradually refines it towards the final result, which can reconstruct a high-quality image after evaluating only a small percentage of the pixels.
References
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Journal ArticleDOI

Primitives for the manipulation of general subdivisions and the computation of Voronoi

TL;DR: The following problem is discussed: given n points in the plane (the sites) and an arbitrary query point q, find the site that is closest to q, which can be solved by constructing the Voronoi diagram of the griven sites and then locating the query point in one of its regions.
Proceedings ArticleDOI

The RADIANCE lighting simulation and rendering system

TL;DR: A physically-based rendering system tailored to the demands of lighting design and architecture using a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions.
Proceedings ArticleDOI

Primitives for the manipulation of general subdivisions and the computation of Voronoi diagrams

TL;DR: Two algorithms are given, one that constructs the Voronoi diagram of the given sites, and another that inserts a new site in O(n) time, based on the use of the Vor onoi dual, the Delaunay triangulation, and are simple enough to be of practical value.
Proceedings ArticleDOI

A ray tracing solution for diffuse interreflection

TL;DR: A Monte Carlo technique computes the indirect contributions to illuminance at locations chosen by the rendering process, which speeds the process and provides a natural limit to recursion.
Proceedings ArticleDOI

Rendering parametric surfaces in pen and ink

TL;DR: The idea of “controlled-density hatching” for conveying tone, texture, and shape is introduced and the fine control over tone this method provides allows the use of traditional texture mapping techniques for specifying the tone of pen-and-ink illustrations.