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A Progressive Algorithm For Three Point Transport

Reynald Dumont 1 Kadi Bouatouch 1 Philippe Gosselin 2 
1 SIAMES - Computer generated images, animation, modeling and simulation
IRISA - Institut de Recherche en Informatique et Systèmes Aléatoires, INRIA Rennes
Abstract : When computing global illumination in environments made up of surfaces with general Bidirectionnal Reflection Distribution Function, a three point formulation of the rendering equation can be used. Brute-force algorithms can lead to a linear system of equations whose matrix is cubic, which is expensive in time and space. The hierarchical approach is more efficient. Aupperle et al. proposed a hierchical three point algorithm to compute global illumination in presence of glossy reflection. We present in this paper some improvements we brought to this method: shooting, "lazy" push-pull, photometric subdivision criterion... Then we will show how our new method takes into account non-planar surfaces in the hierarchical resolution process.
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Submitted on : Wednesday, May 24, 2006 - 12:40:33 PM
Last modification on : Wednesday, October 26, 2022 - 8:16:16 AM
Long-term archiving on: : Sunday, April 4, 2010 - 11:44:50 PM


  • HAL Id : inria-00073384, version 1


Reynald Dumont, Kadi Bouatouch, Philippe Gosselin. A Progressive Algorithm For Three Point Transport. [Research Report] RR-3305, INRIA. 1997. ⟨inria-00073384⟩



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