RENDER ZONE

http://www.ontmoeting.nl/renderzone/

homepage

FastRadiosityTM


We gaan op zoek naar uitleg over de door veel render programma's gebruikte term "FastRadiosityTM".

Allereerst met een You Tube filmpje.

https://www.youtube.com/watch?v=E5DLXZKvavk

Uploaded on Jan 10, 2008

As you can see, pretty high-detail, it would normally take about half an hour to render this at this level without radiosity (but with area lightning)...

Rendertime: less than 1 min..

 

COMMENTAAR:

Dit simpele object en een half uur renderen? Hoe geloofwaardig is dat. Een rendertijd van 1 minuut lijkt bijzonder lang voor zo'n simpel 3D model.


PDF

10.1.1.51.9728.pdf

publishing year aprox 1993

 

Fast Radiosity Repropagation For Interactive Virtual

Environments Using A Shadow-Form-Factor-List

Stefan Müller, Frank Schöffel

Fraunhofer Institute for Computer Graphics, Wilhelminenstr. 7, 64283 Darmstadt, Germany

We have extended the progressive refinement radiosity method by saving information computed during the radiosity preprocess in an efficient data structure. The new repropagation algorithm exploits this data and scene coherences to update the existing radiosity

solution when a change in the environment takes place. The algorithm is well suited for the requirements of VR and enables the usage of radiosity methods also in dynamic virtual environments. The user is able to decide between very high image quality or very fast system response after any scene modification within the VR-presentation by controlling preprocess parameters.

 


CMRad.pdf

Publishing year aprox 1991

1 Fast Radiosity Using A Data Parallel Architecture

Steven M. Drucker, Peter Schröder

 

ABSTRACT

We present a data parallel algorithm for radiosity. The algorithm was designed to take advantage of large numbers of processors. It has been implemented on the Connection Machine CM2 system and scales linearly in the number of available processors over a wide range. All parts of the algorithm, form-factor computation, visibility determination, adaptive subdivision, and linear algebra solution‚ execute in parallel with a completely distributed database. Load balancing is achieved through processor allocation and dynamic data structures which reconfigure appropriately to match the granularity of the required calculations.


http://link.springer.com/chapter/10.1007%2F978-3-7091-9430-0_33#

Buy chapter 24,95 euro

 

Rendering Techniques

Eurographics 1995, pp 345-356

Fast Radiosity Solutions For Environments With High Average Reflectance

* Gladimir V. Guimar's Baranoski,
* Randall Bramley,
* Peter Shirley

Abstract

In radiosity algorithms the average radiance of n Lambertian patches is approximated by solving a linear system with n unknowns. When n is small (i.e. fewer than thousands of patches), general matrix methods like Gauss-Siedel can be used where the explicit n x n matrix can be precomputed and stored [5]. When n is large, progressive techniques are used where the matrix rows or elements are recomputed as needed [4]. When n is very large (i.e. hundreds of thousands of patches), stochastic techniques can avoid computing or storing the n 2 elements of the matrix [10].

 


p75-cohen.pdf

publishing date SIGGRAPH 1988 august 1-5 1988

Computer Graphics, Volume 22, Number 4, August 1988

 
A Progressive Refinement Approach to Fast Radiosity Image Generation
Michael F. Cohen, Shenchang Eric Chen, John R. Wallace, Donald P. Greenberg
Program of Computer Graphics, Cornell University

Abstract

A reformulated radiosity algorithm is presented that produces

initial images in time linear to the number of patches. The enormous memory costs of the radiosity algorithm are also eliminated by computing form-factors on-the-fly. The technique is based on the approach of rendering by progressive refinement.

The algorithm provides a useful solution almost immediately which progresses gracefully and continuously to the complete radiosity solution. In this way the competing demands of realism and interactivity are accommodated. The technique brings the use of radiosity for interactive rendering within reach and has implications for the use and development of current and future graphics workstations.

 

Conclusion

A variety of issues arise when implementing the methods described above. How much and when should the patches and elements be subdivided? How high a hemi-cube resolution is necessary to eliminate form-factor aliasing? What is the interrelationship between patch size, element size, hemi-cube resolution, radiosity gradients, and image resolution. The answers are environment dependent and also clearly depend on the uses to which the images will be applied. Further research should be directed towards providing a body of heuristics tuned to environments,

Computational resources, and user needs

Taking advantage of all information about environmental illumination at each stage in the solution process is a concept central to the ideas described in this paper. Future research should

be able to apply similar ideas to the problem of rendering dynamic environments needed for geometric modeling and other applications.

Future research should also examine the possible impact of this approach on the design of graphics workstations. Hardware design can provide specialized frame buffers dedicated to hemicube

computation or for complex reflectance computation. The goal is clear; to provide the best image possible in interactive times and to provide a continuity to a realistic image synthesis.

 


Ter overdenking

http://forums.cgsociety.org/archive/index.php?t-63577.html

05-19-2003, 07:35 PM

 


Fast radiosity is not fast enough, there is also "Ultra Fast Radiosity"

http://lightwiki.pro/wiki/Ultra_Fast_Radiosity


Een goede informatie bron.

http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter39.html

Chapter 39. Global Illumination Using Progressive Refinement Radiosity

Greg Coombe
University of North Carolina at Chapel Hill
 
Mark Harris
NVIDIA Corporation

 

39.5 Conclusion

We've presented a method for implementing global illumination on graphics hardware by using progressive refinement radiosity. By exploiting the computational power of the fragment processor and rasterization hardware to compute the form factors, we can achieve interactive rates for scenes with a small number of elements (approximately 10,000). A scene with a large number of elements, such as that shown in Figure 39-7, can currently be rendered at noninteractive rates. As graphics hardware continues to increase in computational speed, we envision that global illumination will become a common part of lighting calculations.

39_radiosity_07.jpg

Figure 39-7 A Scene with One Million Elements Rendered with Our System

We use several GPU tricks to accelerate this algorithm, including the hemispherical projection and the z-buffer sort. These may have interesting applications beyond our implementation, such as environment mapping or penetration-depth estimation.

One of the limitations of radiosity is that it represents only diffuse surfaces. It would be interesting to try to extend this approach to nondiffuse surfaces. One approach could be to convolve the incoming lighting with an arbitrary BRDF and approximate the result with a low-coefficient polynomial or spherical harmonics (Sillion et al. 1991).


* Er is naast snel, sneller en Ultra snel ook Fake . . .

Fakeradiosity

fake and inaccurate but fast radiosity (first bounce).


http://www.except.nl/lightwave/scenes/


http://dl.acm.org/citation.cfm?id=793095

CGI 2000 Proceedings of the International Conference on Computer Graphics.

In this paper we study both theoretically and experimentally some properties of classical linear systems solvers, according to the radiosity assumptions. We prove important properties for some of these solvers, which allow the user to choose the best one. We then introduce a new technique so called hybridization whose purpose is to increase the convergence speed of iterative methods. It provides very efficient results for the well-known Gauss-Seidel solver. This technique has been successfully applied to both a group progressive radiosity approach and a full-matrix radiosity method, which has been specifically designed for plant growth simulation.


Link to old Forum

The new Artlantis 6 version works with a complete new render Engine.

 

Why Artlantis using radiocity method for rendering?

Sent : 05/09/2006 08:22:26

I want to learn why artlantis use radiosity method for renderings.All other rendering engines like vray,finalrender...... used to global illimination for a long time.Below text taken to from finalrender manual Why use Global Illumination ? There are two main competing rendering technologies for light simulation, one method is Global Illumination, and the other is called Radiosity. Radiosity uses a computationally intensive approach to calculate and simulate light. It is geometry dependent, so it needs to subdivide all of the geometry within your scene to suit its algorithm, and this usually results in extremely high memory consumption. Even though there are other drawbacks with radiosity renderings, it is generally assumed that radiosity is more accurate when distributing light in your scenes. This is not true, even though the methodologies used by Radiosity and Global Illumination are radically different. The visual output that you get out of both rendering systems is nearly identical because both methods use a physically accurate approach to distributing light. Within recent years, Global Illumination has become accepted as the preferred method to render physically correct light distribution. One advantage Global Illumination has to offer is its unlimited scalability within the rendering process itself. With other rendering methods, each calculation is dependent on a previous result.

Anssi
Messages : 258
 
Re: Why Artlantis using radiocity method for rendering?
Sent : 05/09/2006 19:21:26

How do you know what artlantis is using? I have seen these terms used a bit differently. I understand that Global illumination is not an algorithm per se, but a term that encompasses Radiosity, and other techniques for achieving the same goals. The algorithms ArtLantis uses are the "crown jewels" of Abvent, and I willingly let them keep their secrets. If it makes good images fast, who cares? Anssi

zs
Messages : 43
 
Re: Why Artlantis using radiocity method for rendering?
Sent : 05/10/2006 10:07:14

yes, who cares what they use ... unless it is unbiased (Maxwell or Indigo) it uses some "light-cheating" (Vray, finalRender, Artlantis, etc) :) and that is where SPEED is at one end and QUALITY at the other ... but if you are smart enough you achieve with ART* very nice results its a pity though that artlantis cant really do nice GI (actually any GI ) . if you would like to render white models -> thats where the big surprise comes ... maybe version 2 ;-P best regards

canko
Messages : 3
 
Re: Why Artlantis using radiocity method for rendering?
Sent : 05/10/2006 10:13:33

I respect to abvent and their choice, but i want to know reasons and i care about it .I suppoze ,best answer will be come from Abvent.Anssi you have right'' making good and fast images‚ important , but using radiocity not secret for this kind of softwares .Maybe some extra functions can be added at future like ''One click global illumination''light bounces controlls, something like that ... .In Art 4.5 used GI but now only Radiosity.In Radiocity every scene diffrent for computing light on surfaces.But in GI scene illumination computing only one time.I want to say at last '' I like this Artlantis'', whatever it is.

Istvan
Messages : 28
 
Re: Why Artlantis using radiocity method for rendering?
Sent : 05/12/2006 09:15:04

Hello Guys! Dont forget, that Artlantis uses "only" FASTRADIOSITY*tm, which is somehow different and simplier than radiosity, but for us (me)is absulutely enough. and the rendering time-reduicng depends on it's process mainly. Istvan

canko
Messages : 3
 
Re: Why Artlantis using radiocity method for rendering?
Sent : 05/12/2006 16:19:45

That's right zs. Main problem is white surfaces like in walls.In artlantis to reach pure white surfaces very diffucult (for me) without increasing light power and flashing or I don't know any trick about it.I really need to see this kind of controls.Thx for your info istvan .I really suppoze it like in lightscape.

 

NO ANSWER OF ABVENT TO THIS INTERESTING QUESTION


http://paxar.ca/render/

Publishing date not known
seeing the screendumps approx 2004 or later
So of no concern to Artlantis 5 or 6 version

Is Artlantis Render right for you?

If you are an Architect, Interior Designer, Urban Planner, Landscaper, Exhibition Organizer, or Exhibitor and are wanting to import data from a large number of CAD and BIM 3D software applications Artlantis Render is the product for your needs.

Artlantis Render offers superior rendering with a fast and detailed real-time preview window that refreshes quickly, even when you employ the new FastRadiosity engine. Using drag-and-drop, you can place 3D objects and vegetation directly onto the preview window, simply import a basic 3D model, and enhance it with additional objects. Then experiment with different scenarios in a real environment by quickly editing your scenes.

Good luck! Hoping these tips will help you in getting better render results!

Author: Sergio Rodriguez


Tutorial_Views_and_lights.pdf

Artlantis family

render Tips 1: viewpoints and Light Sources

5 pages


REDWAY3D

The SDK that is used in Artlantis 6 and other render Engines of other brands elsewhere.

Tomorrow's graphics, today!

De SDK die Artlantis in versie 6 (2015) wordt toepast.

Maar bij Redway 3D wordt met geen woord gerept over FastRadiosity TM

* HDR/LDR rendering pipeline
* Per pixel transparencies
* Global illumination
* Displacement Mapping
* Physical lighting
* Sun light & skylight models
* Anisotropic reflectance models
* Dielectric Materials
* Dynamic tone mapping
* Caustics

http://www.redway3d.com/success-stories/abvent-architectural-software/

"All our users rely on our software real-time pre-visualization to be more efficient. We wanted to keep what all our customers assimilate to the DNA of Artlantis and even improve it in terms of visual feedback", commented Stéphane Desmulie, Product Designer for Artlantis."

 

REDsdk enabled the solution

"REDsdk provided very flexible features that enabled the Abvent R&D team to continue to offer their unique real-time pre-visualization mode to their customers. For photo-realistic renderings, REDsdk reached the same speed as the in-house solution previously developed at Abvent while improving the quality significantly."

* Versie 6 zou dezelfde snelheid hebben als versie 5, maar dan met betere kwaliteit aldus Desmulie.

 

* De omschakeling van Artlantis versie 5 naar 6 uitgelegd door Xavier Soule, CEO of Abvent

"To switch to another solution, we needed to find a rendering engine which could be faster, more realistic and cost effective, while keeping our differentiators for the architectural market", said Xavier Soule, CEO of Abvent. All our users rely on our software real-time pre-visualization to be more efficient."


TM

Naast Motorfiets en Telekom Company en Texas Mexicam Railway zal hier vast "Trade Mark" worden bedoeld.

Trademark (also called trade mark) TM, Registered and Service Mark (or servicemark) signs are meaningful popular computer symbols. You can type trademark and registered symbols right from your keyboard. Continue reading and I'll show you how to do that using different techniques on Windows, Mac and GNU/Linux.

tm for an unregistered Trademark, that is, a mark used to promote or brand goods;


 

CONCLUSIE

Zo lang als render software fabrikanten geen standaard 3D modellen ter download aanbieden, die als testobject kunnen worden gebruikt, zolang zal het gezwaai met ingewikkelde technische termen nog wel even aanhouden.

Het moet een 3D model zijn dat gedurende een groot aantal jaren (minimaal 5) gebruikt kan worden om als standaard in diverse versies van render software te importeren en te renderen. En niet één model, maar diverse modellen, voor architectuur, interieur en modellen renderingen.

Software fabrikanten houden de kennis en kunde van alle gebruikte en niet gebruikte render theorie en systemen geheel en al geheim. Ook als er expliciet in een Forum naar wordt gevraagd, komt er in het geheel geen antwoord, of een ontwijkend antwoord. Het wordt tijd dat de toekomstige klant wel die vragen gaat stellen en daarop ook antwoord wenst. Render programma's die dieper op de materie willen ingaan zijn de 'free en open source' uitvoeringen en Maxwell Render met professionele uitleg, maar met zwakke technische vereisten.

De toevoeging van 'TM' doet vermoeden dat het om een specifiek door dat bedrijf ontwikkelde dus unieke vinding gaat.

De verkopende staf van importeurs en software dealers nemen alle hen door de fabrikanten verstrekte documentatie na bewerking over, ook al is de uitleg van de gebruikte termen niet altijd even duidelijk en de techniek erachter evenmin. Ze moeten er van uit kunnen gaan dat de geboden informatie juist is.


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