Three Point Clustering for Radiance Computations



There has been great success in speeding up global illumination computation
in diffuse environments. The concept of clustering allows radiosity computations
even for scenes of high complexity. However, for lighting simulations
in complex non-diffuse scenes, Monte-Carlo sampling methods are currently the
first choice, because non-diffuse finite-element approaches still exhibit enormous
computation times and are thus only applicable to scenes of very modest complexity.
In this paper we present a novel clustering approach for radiance computations,
by which we overcome some of the problems of previous methods. The algorithm
computes a radiance solution within a line space hierarchy, that allows us to efficiently
represent light propagation and reflection between arbitrary non-diffuse
surfaces and clusters.