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Interactive global illumination using fast ray tracing

机译:使用快速射线追踪的交互式全局照明

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Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a new parallel global illumination algorithm that perfectly scales, has minimal preprocessing and communication overhead, applies highly efficient sampling techniques based on randomized quasi-Monte Carlo integration, and benefits from a fast parallel ray tracing implementation by shooting coherent groups of rays. Thus a performance is achieved that allows for applying arbitrary changes to the scene, while simulating global illumination including shadows from area light sources, indirect illumination, specular effects, and caustics at interactive frame rates. Ceasing interaction rapidly provides high quality renderings.
机译:栅格化硬件提供用于渲染动态场景的交互式帧速率,但缺乏有效的全局照明模拟所需的光线跟踪功能。现有的基于光线跟踪的方法可产生高质量的渲染,但对于交互式使用而言太慢了。我们提出了一种新的并行全局照明算法,该算法可完美缩放,具有最少的预处理和通信开销,基于随机的准蒙特卡洛积分应用高效的采样技术,并通过拍摄相干的射线组而受益于快速的并行射线跟踪实现。因此,实现了一种性能,该性能允许对场景进行任意更改,同时以交互帧速率模拟全局照明(包括来自区域光源的阴影,间接照明,镜面效果和焦散)。停止交互可以快速提供高质量的效果图。

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