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Global Ray-bundle Tracing With Hrdware Acceleration

机译:具有硬件加速功能的全局射线束跟踪

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The paper pesents a single-pass, view-dependent method to solve the general rendering equation, using a combined finite element and random walk approach. Applying finite element techniques, the surfaces are decomposed into planar patches that are assumed to have position independent, but not direction independent radiance. The direction dependent radiance function is then computed by random walk using bundles of parallel rays. In a single step of the walk, the radiance transfer is evaluated exploiting the ardware z-buffer of workstations, making the calculation fast. The proposed method is particularly efficient for scenes including not very specular materials illuminated by large area lightsources or sky-light. In order to increase the speed for difficult lighting situation, walks can be selected according to their importance. The importance can be explored adaptively by the Metropolis sampling method.
机译:本文提出了一种结合有限元和随机游走的方法,通过视图相关的单次求解方法来求解通用渲染方程。应用有限元技术,将表面分解为平面斑块,这些斑块假定具有与位置无关的辐射,但与方向无关的辐射。然后,通过使用平行光线束的随机游走来计算与方向相关的辐射函数。在步行的单个步骤中,利用工作站的ardware z缓冲区评估辐射转移,从而使计算速度更快。所提出的方法对于包括由大面积光源或天光照明的镜面材料不是非常多的场景特别有效。为了提高在困难照明情况下的速度,可以根据步行路的重要性选择步行路。可以通过大都会抽样方法自适应地探索重要性。

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