Using object clusters for hierarchical radiosity greatly improves the effic
iency and thus usability of radiosity computations. By eliminating the quad
ratic star ting phase very large scenes containing about 100k polygons cart
be handled efficiently. Although the main algorithm extends rather easily
to using abject clusters, the creation of 'good' abject hierarchies is a di
fficult task both in terms of construction time and in the way how surfaces
or objects are grouped to clusters. The quality of an object hierarchy for
clustering depends an its ability to accurately simulate the hierarchy of
the energy flow in a given scene. Additionally it should support visibility
computations by providing efficient ray acceleration techniques.
In this paper we will present a new approach of building hierarchies of obj
ect clusters. Our hybrid structuring algorithm provides accuracy and speed
by combining a highly optimized bounding volume hierarchy together with uni
form spatial subdivisions for nodes with regular object densities. The algo
rithm works without user intervention and is well suited for a wide variety
of scenes. First results of using these hierarchies in a radiosity cluster
ing environment are very promising and will be presented here.
The combination of very deep hierarchies (we use a binary tree) together wi
th an efficient ray acceleration structure shifts the computational effort
away from form factor and visibility calculation towards accurately propaga
ting the energy through the hierarchy. We will show how an efficient single
pass gathering can be used to minimize traversal costs.