Textures and radiosity: controlling emission and reflection with texture maps

Reid Gershbein, P. Schröder, P. Hanrahan
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引用次数: 62

Abstract

In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows the use of textures to describe complex reflectance and emittance patterns over surfaces, increasing the realism and complexity of radiosity images. Previous approaches to the inclusion of textures have either averaged the texture to yield a single color for the radiosity computations, or exhaustively generated detail elements—possibly as many as one per texture pixel. The former does not capture important lighting effects due to textures, while the latter is too expensive computationally to be practical. To handle texture maps requires a detailed analysis of the underlying operator equation. In particular we decompose the radiosity equation into two steps: (i) the computation of irradiance on a surface from the radiosities on other surfaces, and (ii) the application of the reflectance operator &rgr; to compute radiosities from irradiances. We then describe an algorithm that maintains hierarchical representations of both radiosities and textures. The numerical error involved in using these approximations is quantifiable and a time/error tradeoff is possible. The resulting algorithm allows texture maps to be used in radiosity computations with very little overhead.
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纹理和辐射:控制纹理贴图的发射和反射
在本文中,我们讨论了有效和准确地将纹理映射合并到层次伽辽金辐射算法中。这种标准算法的扩展允许使用纹理来描述表面上复杂的反射率和发射率模式,增加了辐射图像的真实感和复杂性。以前包含纹理的方法要么是对纹理进行平均,以产生用于辐射计算的单一颜色,要么是详尽地生成细节元素——可能每个纹理像素多达一个。前者由于纹理而不能捕捉重要的照明效果,而后者在计算上过于昂贵而不实用。处理纹理映射需要对底层算子方程进行详细的分析。特别地,我们将辐射度方程分解为两个步骤:(i)从其他表面的辐射度计算表面的辐照度;(ii)反射率算子&rgr的应用;从辐照度计算辐照度。然后,我们描述了一种算法,该算法保持辐射度和纹理的分层表示。使用这些近似所涉及的数值误差是可量化的,并且可以在时间/误差之间进行权衡。由此产生的算法允许纹理贴图在很小的开销下用于辐射计算。
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