Follow this link to some web pages that collaborator Louis Rossi put together, after we completed the project.
Parallel Progressive Refinement and Projection Based Discontinuity Meshing for Radiosity
This image shows how the rendering codes that I wrote for my thesis work were used to create a more efficient (discontinuity) mesh that followed the shadow boundaries of the illuminated triangle.
The table below shows some radiosity scenes that I rendered
with codes that I wrote. Pagoda Room was displayed in the CAVE
The “Jon’s Home” image demonstrates the ability of my codes to export a triangular mesh from Open Inventor files and render them with my radiosity renderer.
Radiosity Scenes |
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Pagoda Room |
Jon’s Home |
with Craig Barnes in the CAVE NOTICE the shadow of the virtual table in the corner of
the CAVE. This is a rendered shadow, not a real shadow! |
A scientific visualization package that Trina Roy
Worm related articles and images can be found here.
For a brief period while in
Graduate School, I worked as a Research Associate at Argonne National Labs, in Argonne
Illinois. The main project I did there was to develop an
Inventor/OpenGL-based CAVE viewer for data visualization of subsurface
pollution.
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When I first arrived at the EVL, I wrote some ray tracing codes (also in C, using Irix GL), and rendered the image shown below.
[1] The CAVE was developed at the Electronic Visualization Laboratory (EVL), The University of Illinois at Chicago, under the direction of Tom Defanti and Dan Sandin, around 1991. At that time it was a 10’ x 10’ x 10’ cube, rear illuminated with up to four Electrahome projectors, one for the front wall, one for the left, one for the right, and one for the floor. The CAVE was typically driven by Silicon Graphics Onyx graphics computers.
[2] This image rendered by Milana Huang, a colleague from the The University of Illinois at Chicago, EVL.
[3] A colleague while at The University of Illinois at Chicago, EVL.