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Spherical wavelets radiance
Introduction:
This work was developed in the framework of the Master of Software Engineering Science (DEA Informatique de l’Image et du Langage) and supervised by Prof. Mathias Paulin.
Abstract:
The radiosity algorithm solves efficiently the rendering equation by taking into account the diffuse interactions in a virtual scene. However, the real world is not limited to pure diffuse (lambertian) surfaces. We propose to extend the radiosity algorithm to non-diffuse materials by using spherical wavelets. A new algebra is defined on a pseudo-uniform spherical wavelet basis, allowing the use of the Gauss-Seidel algorithm. On each iteration, partial radiance transfer is computed and stored. This approach assures the convergence to the physically correct lighting simulation. As with radiosity, the result is independent of the viewpoint.