In this paper we extend the reuse of paths to the shot from a moving light source. In the classical algorithm new paths have to be cast from each new position of a light source. We show that we can reuse all paths for all positions, obtaining in this way a theoretical maximum speed-up equal to the average length of the shooting path.
This paper presents an efficient acceleration technique for the global line radiosity Multipath method. In this approach, the scene is subdivided in a hierarchy of box bounded subscenes, the boxes subdivided in a grid of virtual patches which store angular information. A new recursive (according to the hierarchy of subscenes) function allows to execute the… (More)
We present a strategy to solve the problem of light positioning in a closed environment. We aim at obtaining, for a global illumination radiosity solution, the position and emission power for a given number of lights that provide a desired illumination at a minimum total emission power. Such a desired illumination is expressed using minimum and/or maximum… (More)
In this paper we extend our previous result on reusing shooting paths when dealing with moving light sources in radiosity to the final gathering step algorithm, which combines a shooting solution and a gathering step. Paths are reused for each frame in both shooting and gathering steps, obtaining a noticeable reduction of cost in the computation of the… (More)
We present in this paper a GPU-based strategy that allows a fast reuse of paths in the context of shooting random walk applied to radiosity. Given an environment with diffuse surfaces, we aim at computing a basis of n radiosity solutions, corresponding to n light-source positions. Thanks to the reuse, paths originated at each of the positions are used to… (More)