Abstract
Global illumination now is still a good research issue in 3D graphics. How to render a photorealistic image fast remains to be a destination. In this thesis, we combine the Radiosity and the Pre-computed Radiance Transfer (PRT) to render our final image. Instead of computing the Radiosity directly on patches, we pre-compute a set of mesh spectral basis and project the computing domain onto this basis, which can calculate the low-frequency indirect lighting faster. This thesis achieves a real-time view-changing and an interactive-time relighting since all pre-computations are view-independent and light-independent. With the acceleration of graphics hardware, we apply the Bounding Volume Hierarchies (BVH) on GPU, and thus reduce the pre-computation time hugely. Finally, we make this application’s rendering quality as user-controllable for users to choose the number of virtual point light source (VPL). By this, our thesis can render the 3D scene with more accuracy, or alternatively, it can be a fast preview system for global illumination.