Cyril Soler

dblp:57/472 · DBLP profile ↗
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20ranked-venue papers
8as first author
2since 2021 · last 2026
0000-0003-3214-4183ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 20 · 8 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
14 papers
Rendering · 91% Image and video processing · 6% Computational photography and imaging · 2%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%

Topics — the 30 heaviest of 36, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
light transport
1.342026
Spectral Theory of Light Transport Operators · ACM Trans. Graph. 2026
A Local Frequency Analysis of Light Scattering and Absorption · ACM Trans. Graph. 2014
A frequency analysis of light transport · ACM Trans. Graph. 2005
Rendering › light transport
path integral formulation
1.012026
Spectral Theory of Light Transport Operators · ACM Trans. Graph. 2026
Rendering
global illumination
0.452014
A Local Frequency Analysis of Light Scattering and Absorption · ACM Trans. Graph. 2014
5D Covariance tracing for efficient defocus and motion blur · ACM Trans. Graph. 2013
An efficient instantiation algorithm for simulating radiant energy transfer in plant models · ACM Trans. Graph. 2003
Rendering
shading
0.422015
Efficient and Accurate Spherical Kernel Integrals Using Isotropic Decomposition · ACM Trans. Graph. 2015
Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2013
Rendering
physically based rendering
0.342013
Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2013
5D Covariance tracing for efficient defocus and motion blur · ACM Trans. Graph. 2013
Graphics gems revisited: fast and physically-based rendering of gemstones · ACM Trans. Graph. 2004
Rendering
monte carlo rendering
0.222014
5D Covariance tracing for efficient defocus and motion blur · ACM Trans. Graph. 2013
A Local Frequency Analysis of Light Scattering and Absorption · ACM Trans. Graph. 2014
Rendering › bidirectional reflectance distribution function
spatially-varying BRDF
0.212015
Efficient and Accurate Spherical Kernel Integrals Using Isotropic Decomposition · ACM Trans. Graph. 2015
Rendering › sampling
adaptive sampling
0.232014
Fourier depth of field · ACM Trans. Graph. 2009
A Local Frequency Analysis of Light Scattering and Absorption · ACM Trans. Graph. 2014
Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2013
Rendering
participating media rendering
0.212014
A Local Frequency Analysis of Light Scattering and Absorption · ACM Trans. Graph. 2014
Rendering › volume rendering
volumetric scattering
0.212014
A Local Frequency Analysis of Light Scattering and Absorption · ACM Trans. Graph. 2014
Rendering › monte carlo rendering
adaptive sampling and reconstruction
0.212013
5D Covariance tracing for efficient defocus and motion blur · ACM Trans. Graph. 2013
Rendering
illumination
0.212013
Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › image-based rendering
light field rendering
0.212013
5D Covariance tracing for efficient defocus and motion blur · ACM Trans. Graph. 2013
Computational photography and imaging
depth of field
0.112009
Fourier depth of field · ACM Trans. Graph. 2009
Image and video processing
frequency domain analysis
0.112009
Fourier depth of field · ACM Trans. Graph. 2009
Image and video processing
image decomposition
0.112009
Edge-preserving multiscale image decomposition based on local extrema · ACM Trans. Graph. 2009
Image and video processing
image reconstruction
0.112009
Fourier depth of field · ACM Trans. Graph. 2009
Rendering
monte carlo integration
0.112009
Fourier depth of field · ACM Trans. Graph. 2009
Rendering › volume rendering
splatting
0.112009
Fourier depth of field · ACM Trans. Graph. 2009
Image and video processing
texture analysis
0.112009
Edge-preserving multiscale image decomposition based on local extrema · ACM Trans. Graph. 2009
Rendering › global illumination
radiosity
0.122003
An efficient instantiation algorithm for simulating radiant energy transfer in plant models · ACM Trans. Graph. 2003
Texture-based visibility for efficient lighting simulation · ACM Trans. Graph. 2000
Rendering
antialiasing
0.112015
Efficient and Accurate Spherical Kernel Integrals Using Isotropic Decomposition · ACM Trans. Graph. 2015
Rendering
sampling
0.112005
A frequency analysis of light transport · ACM Trans. Graph. 2005
Rendering
real-time rendering
0.012013
Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2013
Rendering
shadow rendering
0.022000
Texture-based visibility for efficient lighting simulation · ACM Trans. Graph. 2000
Fast Calculation of Soft Shadow Textures Using Convolution · SIGGRAPH 1998
Rendering › texture mapping
surface texturing
0.012002
Hierarchical pattern mapping · ACM Trans. Graph. 2002
Rendering
texture mapping
0.012002
Hierarchical pattern mapping · ACM Trans. Graph. 2002
Rendering
visibility computation
0.012000
Texture-based visibility for efficient lighting simulation · ACM Trans. Graph. 2000
Rendering › global illumination › radiosity
hierarchical radiosity
0.011998
Fast Calculation of Soft Shadow Textures Using Convolution · SIGGRAPH 1998
Rendering › shadow rendering
soft shadows
0.011998
Fast Calculation of Soft Shadow Textures Using Convolution · SIGGRAPH 1998

Methods — techniques the papers use, named apart from their topics

spectral analysis · 1.0compact approximations · 1.0fourier analysis · 0.3frequency analysis · 0.3isotropic spherical decomposition · 0.2basis-space rendering · 0.2photon beams · 0.2irradiance caching · 0.2covariance matrix · 0.2covariance tracing · 0.2radiosity · 0.0phase function modeling · 0.0hierarchical instantiation · 0.0
YearPublicationVenuePosition
2026 Spectral Theory of Light Transport Operators
abstract
Light Transport Operators (LTOs) represent a fundamental concept in computer graphics, modeling single bounces of light within a virtual environment as linears operators on infinite dimensional spaces. While the LTOs play a crucial role in rendering, prior studies have primarily focused on spectral analyses of the light field rather than the operators themselves. This article presents a rigorous investigation into the spectral properties of the LTOs. Due to their non-compact nature, traditional spectral analysis techniques face challenges in this setting. However, many practical rendering methods effectively employ compact approximations, suggesting that non-compactness is not an absolute barrier. We show the relevance of such approximations and establish various path integral formulations of their spectrum. These findings enhance the theoretical understanding of light transport and offer new perspectives for improving rendering efficiency and accuracy.
Cyril Soler, Kartic Subr
ACM Trans. Graph.1
2021 Perceptual quality of BRDF approximations: dataset and metrics
abstract
Abstract Bidirectional Reflectance Distribution Functions (BRDFs) are pivotal to the perceived realism in image synthesis. While measured BRDF datasets are available, reflectance functions are most of the time approximated by analytical formulas for storage efficiency reasons. These approximations are often obtained by minimizing metrics such as L2—or weighted quadratic—distances, but these metrics do not usually correlate well with perceptual quality when the BRDF is used in a rendering context, which motivates a perceptual study. The contributions of this paper are threefold. First, we perform a large‐scale user study to assess the perceptual quality of 2026 BRDF approximations, resulting in 84138 judgments across 1005 unique participants. We explore this dataset and analyze perceptual scores based on material type and illumination. Second, we assess nine analytical BRDF models in their ability to approximate tabulated BRDFs. Third, we assess several image‐based and BRDF‐based (Lp, optimal transport and kernel distance) metrics in their ability to approximate perceptual similarity judgments.
Guillaume Lavoué, Nicolas Bonneel, Jean-Philippe Farrugia, Cyril Soler
Comput. Graph. Forum4
2018 A Versatile Parameterization for Measured Material Manifolds
abstract
Abstract A popular approach for computing photorealistic images of virtual objects requires applying reflectance profiles measured from real surfaces, introducing several challenges: the memory needed to faithfully capture realistic material reflectance is large, the choice of materials is limited to the set of measurements, and image synthesis using the measured data is costly. Typically, this data is either compressed by projecting it onto a subset of its linear principal components or by applying non‐linear methods. The former requires many components to faithfully represent the input reflectance, whereas the latter necessitates costly extrapolation algorithms. We learn an underlying, low‐dimensional non‐linear reflectance manifold amenable to rapid exploration and rendering of real‐world materials. We can express interpolated materials as linear combinations of the measured data, despite them lying on an inherently non‐linear manifold. This allows us to efficiently interpolate and extrapolate measured BRDFs, and to render directly from the manifold representation. We exploit properties of Gaussian process latent variable models and use our representation for high‐performance and offline rendering with interpolated real‐world materials.
Cyril Soler, Kartic Subr, Derek Nowrouzezahrai
Comput. Graph. Forum1
2015 Recent Advances in Adaptive Sampling and Reconstruction for Monte Carlo Rendering
abstract
Abstract Monte Carlo integration is firmly established as the basis for most practical realistic image synthesis algorithms because of its flexibility and generality. However, the visual quality of rendered images often suffers from estimator variance, which appears as visually distracting noise. Adaptive sampling and reconstruction algorithms reduce variance by controlling the sampling density and aggregating samples in a reconstruction step, possibly over large image regions. In this paper we survey recent advances in this area. We distinguish between “a priori” methods that analyze the light transport equations and derive sampling rates and reconstruction filters from this analysis, and “a posteriori” methods that apply statistical techniques to sets of samples to drive the adaptive sampling and reconstruction process. They typically estimate the errors of several reconstruction filters, and select the best filter locally to minimize error. We discuss advantages and disadvantages of recent state‐of‐the‐art techniques, and provide visual and quantitative comparisons. Some of these techniques are proving useful in real‐world applications, and we aim to provide an overview for practitioners and researchers to assess these approaches. In addition, we discuss directions for potential further improvements.
Matthias Zwicker, Wojciech Jarosz, Jaakko Lehtinen, Bochang Moon, Ravi Ramamoorthi, Fabrice Rousselle, Pradeep Sen, Cyril Soler, Sung-Eui Yoon
Comput. Graph. Forum8
2015 Efficient and Accurate Spherical Kernel Integrals Using Isotropic Decomposition
abstract
Spherical filtering is fundamental to many problems in image synthesis, such as computing the reflected light over a surface or anti-aliasing mirror reflections over a pixel. This operation is challenging since the profile of spherical filters (e.g., the view-evaluated BRDF or the geometry-warped pixel footprint, mentioned before) typically exhibits both spatial and rotational variation at each pixel, precluding precomputed solutions. We accelerate complex spherical filtering tasks using isotropic spherical decomposition (ISD), decomposing spherical filters into a linear combination of simpler isotropic kernels. Our general ISD is flexible to the choice of the isotropic kernels, and we demonstrate practical realizations of ISD on several problems in rendering: shading and prefiltering with spatially varying BRDFs, anti-aliasing-environment-mapped mirror reflections, and filtering of noisy reflectance data. Compared to previous basis-space rendering solutions, our shading solution generates ground-truth-quality results at interactive rates, avoiding costly reconstruction and large approximation errors.
Cyril Soler, Mahdi M. Bagher, Derek Nowrouzezahrai
ACM Trans. Graph.1
2014 A Local Frequency Analysis of Light Scattering and Absorption
abstract
Rendering participating media requires significant computation, but the effect of volumetric scattering is often eventually smooth. This article proposes an innovative analysis of absorption and scattering of local light fields in the Fourier domain and derives the corresponding set of operators on the covariance matrix of the power spectrum of the light field. This analysis brings an efficient prediction tool for the behavior of light along a light path in participating media. We leverage this analysis to derive proper frequency prediction metrics in 3D by combining per-light path information in the volume. We demonstrate the use of these metrics to significantly improve the convergence of a variety of existing methods for the simulation of multiple scattering in participating media. First, we propose an efficient computation of second derivatives of the fluence, to be used in methods like irradiance caching. Second, we derive proper filters and adaptive sample densities for image-space adaptive sampling and reconstruction. Third, we propose an adaptive sampling for the integration of scattered illumination to the camera. Finally, we improve the convergence of progressive photon beams by predicting where the radius of light gathering can stop decreasing. Light paths in participating media can be very complex. Our key contribution is to show that analyzing local light fields in the Fourier domain reveals the consistency of illumination in such media and provides a set of simple and useful rules to be used to accelerate existing global illumination methods.
Laurent Belcour, Kavita Bala, Cyril Soler
ACM Trans. Graph.3
2013 Accurate Binary Image Selection from Inaccurate User Input
abstract
Abstract Selections are central to image editing, e.g., they are the starting point of common operations such as copy‐pasting and local edits. Creating them by hand is particularly tedious and scribble‐based techniques have been introduced to assist the process. By interpolating a few strokes specified by users, these methods generate precise selections. However, most of the algorithms assume a100% accurate input, and even small inaccuracies in the scribbles often degrade the selection quality, which imposes an additional burden on users. In this paper, we propose a selection technique tolerant to input inaccuracies. We use a dense conditional random field (CRF) to robustly infer a selection from possibly inaccurate input. Further, we show that patch‐based pixel similarity functions yield more precise selection than simple point‐wise metrics. However, efficiently solving a dense CRF is only possible in low‐dimensional Euclidean spaces, and the metrics that we use are high‐dimensional and often non‐Euclidean. We address this challenge by embedding pixels in a low‐dimensional Euclidean space with a metric that approximates the desired similarity function. The results show that our approach performs better than previous techniques and that two options are sufficient to cover a variety of images depending on whether the objects are textured.
Kartic Subr, Sylvain Paris, Cyril Soler, Jan Kautz
Comput. Graph. Forum3
2013 5D Covariance tracing for efficient defocus and motion blur
abstract
The rendering of effects such as motion blur and depth-of-field requires costly 5D integrals. We accelerate their computation through adaptive sampling and reconstruction based on the prediction of the anisotropy and bandwidth of the integrand. For this, we develop a new frequency analysis of the 5D temporal light-field, and show that first-order motion can be handled through simple changes of coordinates in 5D. We further introduce a compact representation of the spectrum using the covariance matrix and Gaussian approximations. We derive update equations for the 5 × 5 covariance matrices for each atomic light transport event, such as transport, occlusion, BRDF, texture, lens, and motion. The focus on atomic operations makes our work general, and removes the need for special-case formulas. We present a new rendering algorithm that computes 5D covariance matrices on the image plane by tracing paths through the scene, focusing on the single-bounce case. This allows us to reduce sampling rates when appropriate and perform reconstruction of images with complex depth-of-field and motion blur effects.
Laurent Belcour, Cyril Soler, Kartic Subr, Nicolas Holzschuch, Frédo Durand
ACM Trans. Graph.2
2013 Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis
abstract
Shading acquired materials with high-frequency illumination is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required may vary across the image, and the image itself may have high- and low-frequency variations, depending on a combination of several factors. Adaptively distributing computational budget across the pixels for shading is a challenging problem. In this paper, we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. In each frame, we first estimate the frequencies in the local light field arriving at each pixel, as well as the variance of the shading integrand. Our frequency analysis accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this frequency information (bandwidth and variance) to adaptively sample for reconstruction and integration. For example, fewer pixels per unit area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.
Mahdi M. Bagher, Cyril Soler, Kartic Subr, Laurent Belcour, Nicolas Holzschuch
IEEE Trans. Vis. Comput. Graph.2
2012 Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
abstract
Shading complex materials such as acquired reflectances in multi-light environments is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required varies across the image, depending on a combination of several factors. Adaptively distributing computational budget across the pixels for shading is a challenging problem. In this paper we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. We first estimate the approximate spatial and angular variation in the local light field arriving at each pixel. This local bandwidth accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this bandwidth information to adaptively sample for reconstruction and integration. For example, fewer pixels per area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.
Mahdi M. Bagher, Cyril Soler, Kartic Subr, Laurent Belcour, Nicolas Holzschuch
I3D2
2012 Accurate fitting of measured reflectances using a Shifted Gamma micro-facet distribution
abstract
Abstract Material models are essential to the production of photo‐realistic images. Measured BRDFs provide accurate representation with complex visual appearance, but have larger storage cost. Analytical BRDFs such as Cook‐Torrance provide a compact representation but fail to represent the effects we observe with measured appearance. Accurately fitting an analytical BRDF to measured data remains a challenging problem. In this paper we introduce the SGD micro‐facet distribution for Cook‐Torrance BRDF. This distribution accurately models the behavior of most materials. As a consequence, we accurately represent all measured BRDFs using a single lobe. Our fitting procedure is stable and robust, and does not require manual tweaking of the parameters.
Mahdi M. Bagher, Cyril Soler, Nicolas Holzschuch
Comput. Graph. Forum2
2009 Fourier depth of field
abstract
Optical systems used in photography and cinema produce depth-of-field effects, that is, variations of focus with depth. These effects are simulated in image synthesis by integrating incoming radiance at each pixel over the lense aperture. Unfortunately, aperture integration is extremely costly for defocused areas where the incoming radiance has high variance, since many samples are then required for a noise-free Monte Carlo integration. On the other hand, using many aperture samples is wasteful in focused areas where the integrand varies little. Similarly, image sampling in defocused areas should be adapted to the very smooth appearance variations due to blurring. This article introduces an analysis of focusing and depth-of-field in the frequency domain, allowing a practical characterization of a light field's frequency content both for image and aperture sampling. Based on this analysis we propose an adaptive depth-of-field rendering algorithm which optimizes sampling in two important ways. First, image sampling is based on conservative bandwidth prediction and a splatting reconstruction technique ensures correct image reconstruction. Second, at each pixel the variance in the radiance over the aperture is estimated and used to govern sampling. This technique is easily integrated in any sampling-based renderer, and vastly improves performance.
Cyril Soler, Kartic Subr, Frédo Durand, Nicolas Holzschuch, François X. Sillion
ACM Trans. Graph.1
2009 Edge-preserving multiscale image decomposition based on local extrema
abstract
We propose a new model for detail that inherently captures oscillations , a key property that distinguishes textures from individual edges. Inspired by techniques in empirical data analysis and morphological image analysis, we use the local extrema of the input image to extract information about oscillations: We define detail as oscillations between local minima and maxima. Building on the key observation that the spatial scale of oscillations are characterized by the density of local extrema, we develop an algorithm for decomposing images into multiple scales of superposed oscillations. Current edge-preserving image decompositions assume image detail to be low contrast variation. Consequently they apply filters that extract features with increasing contrast as successive layers of detail. As a result, they are unable to distinguish between high-contrast, fine-scale features and edges of similar contrast that are to be preserved. We compare our results with existing edge-preserving image decomposition algorithms and demonstrate exciting applications that are made possible by our new notion of detail.
Kartic Subr, Cyril Soler, Frédo Durand
ACM Trans. Graph.2
2006 Accurate detection of symmetries in 3D shapes
abstract
We propose an automatic method for finding symmetries of 3D shapes, that is, isometric transforms which leave a shape globally unchanged. These symmetries are deterministically found through the use of an intermediate quantity: the generalized moments. By examining the extrema and spherical harmonic coefficients of these moments, we recover the parameters of the symmetries of the shape. The computation for large composite models is made efficient by using this information in an incremental algorithm capable of recovering the symmetries of a whole shape using the symmetries of its subparts. Applications of this work range from coherent remeshing of geometry with respect to the symmetries of a shape to geometric compression, intelligent mesh editing, and automatic instantiation.
Aurélien Martinet, Cyril Soler, Nicolas Holzschuch, François X. Sillion
ACM Trans. Graph.2
2005 A frequency analysis of light transport
abstract
We present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatment of both space and angle.We show that occlusion, a multiplication in the primal, amounts in the Fourier domain to a convolution by the spectrum of the blocker. Propagation corresponds to a shear in the space-angle frequency domain, while reflection on curved objects performs a different shear along the angular frequency axis. As shown by previous work, reflection is a convolution in the primal and therefore a multiplication in the Fourier domain. Our work shows how the spatial components of lighting are affected by this angular convolution.Our framework predicts the characteristics of interactions such as caustics and the disappearance of the shadows of small features. Predictions on the frequency content can then be used to control sampling rates for rendering. Other potential applications include precomputed radiance transfer and inverse rendering.
Frédo Durand, Nicolas Holzschuch, Cyril Soler, Eric Chan, François X. Sillion
ACM Trans. Graph.3
2004 Graphics gems revisited: fast and physically-based rendering of gemstones
abstract
We present an algorithm for rendering faceted colored gemstones in real time, using graphics hardware. Beyond the technical challenge of handling the complex behavior of light in such objects, a real time high quality rendering of gemstones has direct applications in the field of jewelry prototyping, which has now become a standard practice for replacing tedious (and less interactive) wax carving methods. Our solution is based on a number of controlled approximations of the physical phenomena involved when light enters a stone, which permit an implementation based on the most recent -- yet commonly available -- hardware features such as fragment programs, cube-mapping.
Stephane Guy, Cyril Soler
ACM Trans. Graph.2
2003 An efficient instantiation algorithm for simulating radiant energy transfer in plant models
abstract
We describe a complete lighting simulation system tailored for the difficult case of vegetation scenes. Our algorithm is based on hierarchical instantiation for radiosity and precise phase function modeling. It allows efficient calculations both in terms of computation and memory resources. We provide an in-depth description and study of the instantiation-based radiosity technique and we address the problems related to generating and managing phase functions of plant structures, as needed by the instantiation process. We present results demonstrating the high performance of the hierarchical instantiation algorithm and we describe two examples of applications: rendering of large vegetation scenes and plant growth simulation. Other applications of our system range from landscape simulation to agronomical and agricultural studies, and to the design of virtual plants responding to their environment.
Cyril Soler, François X. Sillion, Frédéric Blaise, Philippe Dereffye
ACM Trans. Graph.1
2002 Hierarchical pattern mapping
abstract
We present a multi-scale algorithm for mapping a texture defined by an input image onto an arbitrary surface. It avoids the generation and storage of a new, specific texture. The idea is to progressively cover the surface by texture patches of various sizes and shapes, selected from a single input image. The process starts with large patches. A mapping that minimizes the texture fitting error with already textured neighbouring patches is selected. When this error is above a threshold, the patch is split into smaller ones, and the algorithm recursively looks for good fits at a smaller scale. The process ends when the surface is entirely covered. Our results show that the method correctly handles a wide set of texture patterns, which can be used at different mapping scales. Hierarchical texture mapping only outputs texture coordinates in the original texture for each triangle of the initial mesh. Rendering is therefore easy and memory cost minimal. Moreover the initial geometry is preserved.
Cyril Soler, Marie-Paule Cani, Alexis Angelidis
ACM Trans. Graph.1
2000 Texture-based visibility for efficient lighting simulation
abstract
Lighting simulations using hierarchical radiosity with clustering can be very slow when the computation of fine and artifact-free shadows is needed. To avoid the high cost of mesh refinement associated with fast variations of visibility across receivers, we propose a new hierarchical algorithm in which partial visibility maps can be computed on the fly, using a convolution technique for emitter-receiver configurations where complex shadows are produced. Other configurations still rely on mesh subdivision to reach the desired accuracy in modeling energy transfer. In our system, therefore, radiosity is represented as a combination of textures and piecewise-constant or linear contributions over mesh elements at multiple hierarchical levels. We give a detailed description of the gather , push / pull , and display stages of the hierarchical radiosity algorithm, adapted to seamlessly integrate both representations. A new refinement algorithm is proposed, which chooses the most appropriate technique to compute the energy transfer and resulting radiosity distribution for each receiver/transmitter configuration. Comprehensive error control is achieved by subdividing either the source or receiver in a traditional manner, or by using a blocker subdivision scheme that improves the quality of shadow masks without increasing the complexity of the mesh. Results show that high-quality images are obtained in a matter of seconds for scenes with tens of thousands of polygons.
Cyril Soler, François X. Sillion
ACM Trans. Graph.1
1998 Fast Calculation of Soft Shadow Textures Using Convolution
abstract
The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources.This paper introduces a new tool for the calculation of shadows cast by extended light sources.Exact shadows are computed in some constrained configurations by using a convolution technique, yielding a fast and accurate solution.Approximate shadows can be computed for general configurations by applying the convolution to a representative "ideal" configuration.We analyze the various sources of approximation in the process and derive a hierarchical, error-driven algorithm for fast shadow calculation in arbitrary configurations using a hierarchy of object clusters.The convolution is performed on images rendered in an offscreen buffer and produces a shadow map used as a texture to modulate the unoccluded illumination.Light sources can have any 3D shape as well as arbitrary emission characteristics, while shadow maps can be applied to groups of objects at once.The method can be employed in a hierarchical radiosity system, or directly as a shadowing technique.We demonstrate results for various scenes, showing that soft shadows can be generated at interactive rates for dynamic environments.
Cyril Soler, François X. Sillion
SIGGRAPH1