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Computational Aspects of Higher Order Interpolation for Hierarchical Discontinuity Meshing in Radiosity Rendering

机译:辐射度渲染中的不连续分级网格划分的高阶插值的计算方面

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Higher order interpolants for the illumination distribution in a virtual environment offer a closer approximation to the unknown illumination function. In the past, non-constant basis functions have been associated with higher computational cost in radiosity rendering. In this article, we describe a new computational technique that efficiently combines hierarchical discontinuity meshing with higher order basis functions. We show that higher order boasis functions employed on hierarchical discontinuity meshing has a dual positive effect, that is, we can increase both the computational efficiency and the accuracy of the interpolant, resulting in smoother shadows, less aliasing along the discontinuity edges and a more faithful reproduction of illumination rendering.
机译:虚拟环境中照明分布的高阶插值提供了与未知照明函数的更接近的近似值。过去,非恒定基函数已与光能传递渲染中较高的计算成本相关联。在本文中,我们描述了一种新的计算技术,该技术有效地将分层不连续性网格划分与高阶基函数结合在一起。我们表明,在层次间断网格上使用的高阶玻色函数具有双重正效应,即,我们可以提高计算效率和内插值的精度,从而产生更平滑的阴影,沿间断边缘出现更少的混叠并更加忠实照明渲染的再现。

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