使用体渲染进行的快速全局照明
The Fast Volumetric Global Pass for Real-Time Illumination
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摘要: 提出了一种基于体渲染的快速全局照明方法,用于实时计算复杂的直接照明和间接照明.该方法使用一系列预先计算的图像数据来表示照明在特定空间中的分布,在实时渲染时通过对这些空间数据的重组来得到给定位置处的光强.计算过程分为预处理和实时渲染两部分:首先,针对每一个物体计算出该物体对周围空间辐照度的影响,并存储在体数据结构中;然后,在实时渲染过程中,利用已有的体数据重建出给定点的辐照度,实现照明.该方法可以计算任意形式的光源照明以及间接漫射.Abstract: This paper presents a new approach that can interactively produce realistic lighting effect including direct and indirect illumination caused by complex luminaries. In this approach,an image based data structure is employed to represent the spatial distribution of irradiance function,which can be used in the irradiance reconstruction stage in real-time rendering.The processing contains two stages: first the irradiance contribution from a given object is evaluated and stored in a volumetric data structure;then the irradiance required by illumination calculation can be reconstructed from the precomputed volumetric data.Currently this method can handle arbitrary light source and diffuse inter-reflection.
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