Efficient clustering and visibility calculation for global illumination

Using a radiosity method to estimate light inter-reflections within large scenes still remains a difficult task. The two main reasons are: (i) the computations entailed by the radiosity method are time consuming and (ii) the large amount of memory needed is very large. In this paper, we address this problem by proposing a new clustering technique as well as a new method of visibility computation for complex indoor scenes. Our clustering algorithm groups polygons that are close to each other in each room (or corridor) of the building. It relies on a classification method of k-mean type and allows the use of several kinds of distance functions. For each group of polygons (or cluster), we estimate the set of potentially visible clusters with the help of openings such as doors or windows. This computation results in a graph in which the nodes correspond to clusters and the edges express visibility relationships between the corresponding clusters. We use this graph for computing radiosity in complex buildings while reducing both the amount of memory needed and the computing time. Our global illumination method is a MWRA (multi-wavelet radiosity algorithm). Unlike cluster-based radiosity methods, our MWRA does not approximate (but computes accurately) the light energy impinging or leaving a cluster after multiple reflections. We provide results for 3 different test scenes containing a high number of polygons.

[1]  Seth J. Teller,et al.  Computing the antipenumbra of an area light source , 1992, SIGGRAPH.

[2]  Roger J. Hubbold,et al.  Efficient Hierarchical Refinement and Clustering for Radiosity in Complex Environments , 1996, Comput. Graph. Forum.

[3]  Campus de Beaulieu,et al.  Discontinuity Meshing and Hierarchical MultiWavelet Radiosity , 1995 .

[4]  François X. Sillion,et al.  A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters , 1995, IEEE Trans. Vis. Comput. Graph..

[5]  Kadi Bouatouch,et al.  Synchronisation and Load Balancing for Parallel Hierarchical Radiosity of Complex Scenes on a Heterogeneous Computer Network , 1999, Comput. Graph. Forum.

[6]  Eric Andres,et al.  Discrete Ray-Casting , 1999, DGCI.

[7]  Seth J. Teller,et al.  Real-time occlusion culling for models with large occluders , 1997, SI3D.

[8]  Pierre Poulin,et al.  Guaranteed Occlusion and Visibility in Cluster Hierarchical Radiosity , 2000, Rendering Techniques.

[9]  Eric Maisel,et al.  A new partitioning method for architectural environments , 1998, Comput. Animat. Virtual Worlds.

[10]  P. Hanrahan,et al.  A Rapid Hierarchical Radiosity Algorithm for Unoccluded Environments , 1992 .

[11]  George Drettakis,et al.  A Practical Analysis of Clustering Strategies for Hierarchical Radiosity , 1999, Comput. Graph. Forum.

[12]  James T. Kajiya,et al.  Ray tracing complex scenes , 1986, SIGGRAPH.

[13]  John Salmon,et al.  Automatic Creation of Object Hierarchies for Ray Tracing , 1987, IEEE Computer Graphics and Applications.

[14]  Geoff Wyvill,et al.  Analysis of an algorithm for fast ray tracing using uniform space subdivision , 1988, The Visual Computer.

[15]  Geoffrey H. Ball,et al.  ISODATA, A NOVEL METHOD OF DATA ANALYSIS AND PATTERN CLASSIFICATION , 1965 .

[16]  James Arvo,et al.  A clustering algorithm for radiosity in complex environments , 1994, SIGGRAPH.

[17]  Dieter W. Fellner,et al.  Automatic Creation of Object Hierarchies for Radiosity Clustering , 1999, Comput. Graph. Forum.

[18]  Hans-Peter Seidel,et al.  Enhanced automatic creation of multi-purpose object hierarchies , 2000, Proceedings the Eighth Pacific Conference on Computer Graphics and Applications.

[19]  Seth J. Teller,et al.  The UC Berkeley System for Interactive Visualization of Large Architectural Models , 1996, Presence: Teleoperators & Virtual Environments.

[20]  Eric Maisel,et al.  Memory management schemes for radiosity computation in complex environments , 1998, Proceedings. Computer Graphics International (Cat. No.98EX149).

[21]  Thomas A. Funkhouser Coarse-grained parallelism for hierarchical radiosity using group iterative methods , 1996, SIGGRAPH.

[22]  Thomas W. Sederberg,et al.  Faster Ray Tracing Using Adaptive Grids , 1997, IEEE Computer Graphics and Applications.

[23]  John Amanatides,et al.  A Fast Voxel Traversal Algorithm for Ray Tracing , 1987, Eurographics.

[24]  George Drettakis,et al.  Filtering, Clustering and Hierarchy Construction: a New Solution for Ray‐Tracing Complex Scenes , 1995, Comput. Graph. Forum.

[25]  Seth J. Teller,et al.  Partitioning and ordering large radiosity computations , 1994, SIGGRAPH.

[26]  Seth Teller,et al.  Visibility Computations in Densely Occluded Polyhedral Environments , 1992 .

[27]  George Drettakis,et al.  A fast shadow algorithm for area light sources using backprojection , 1994, SIGGRAPH.

[28]  François X. Sillion Clustering and Volume Scattering for Hierarchical Radiosity Calculations , 1995 .

[29]  Pat Hanrahan,et al.  A rapid hierarchical radiosity algorithm , 1991, SIGGRAPH.

[30]  Steven K. Feiner,et al.  Near real-time shadow generation using BSP trees , 1989, SIGGRAPH '89.

[31]  John R. Wallace,et al.  Shaft Culling for Efficient Ray-Cast Radiosity , 1994 .

[32]  Pat Hanrahan,et al.  Wavelet radiosity , 1993, SIGGRAPH.

[33]  John M. Airey,et al.  Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations , 1990 .

[34]  John M. Snyder,et al.  Ray tracing complex models containing surface tessellations , 1987, SIGGRAPH.

[35]  Donald P. Greenberg,et al.  Modeling the interaction of light between diffuse surfaces , 1984, SIGGRAPH.

[36]  Seth J. Teller,et al.  Global visibility algorithms for illumination computations , 1993, SIGGRAPH.

[37]  Frédo Durand,et al.  The visibility skeleton: a powerful and efficient multi-purpose global visibility tool , 1997, SIGGRAPH.

[38]  George Drettakis,et al.  Feature-based control of visibility error: a multi-resolution clustering algorithm for global illumination , 1995, SIGGRAPH.

[39]  Frederick P. Brooks,et al.  Towards image realism with interactive update rates in complex virtual building environments , 1990, I3D '90.