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Real-Time Rough Refraction

机译:实时粗糙折射

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摘要

We present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complexifies the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction : First, an approximation of the bidirectional scattering function (BSDF = BRDF + BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing.
机译:我们提出了一种在远距离照明下实时渲染具有粗糙表面的透明材料对象的算法。粗糙的表面会在光入射和出射物体时引起较宽的散射,这使此类材料的渲染变得非常复杂。由于粗糙的折射,我们提出了两个近似界面上连续散射事件的贡献:首先,使用球形高斯近似双向散射函数(BSDF = BRDF + BTDF),适用于使用pre实时估计环境照明-卷积;第二,将圆锥跟踪和宏观几何滤波相结合,以有效地将散射光线整合到对象的出射界面。通过与随机光线追踪进行比较,我们证明了近似的质量。

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