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A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods

机译:渲染方程的两遍解决方案:射线追踪和辐射度方法的综合

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摘要

View-independent and view-dependent image synthesis techniques, represented by radiosity and ray tracing, respectively, are discussed. View-dependent techniques are found to have advantages for calculating the specular component of illumination and view-independent techniques for the diffuse component. Based on these observations a methodology is presented for simulating global illumination within complex environments using a two-pass approach. The first pass is view-independent and is based on the hemi-cube radiosity algorithm, with extensions to include the effects of diffuse transmission, and specular to diffuse reflection and transmission. The second pass is view-dependent and is based on an alternative to distributed ray tracing in which a z-buffer algorithm is used to sample the intensities contributing to the specularly reflected or transmitted intensity.
机译:讨论了分别由辐射度和射线追踪表示的与视图无关和与视图有关的图像合成技术。发现与视图相关的技术在计算照明的镜面反射分量方面具有优势,而对于散射分量具有与视图无关的技术则具有优势。基于这些观察,提出了一种使用两次通过方法在复杂环境中模拟全局照明的方法。第一遍是与视图无关的,并且基于半立方体光能传递算法,并进行了扩展以包括漫透射的效果以及镜面反射到漫反射和透射的效果。第二遍是与视图相关的,并且基于分布式射线跟踪的替代方法,在该方法中,使用z缓冲区算法来采样有助于镜面反射或透射强度的强度。

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