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Real-Time Multi-scale Refraction under All-Frequency Environmental Lighting

机译:全频环境照明下的实时多尺度折射

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We present a novel approach for real-time rendering of transparent objects with multi-scale rough refraction under all-frequency environmental lighting. In our rendering system, the normal distribution function (NDF) of the surface bumps is expressed via mixtures of von Mises-Fisher (vMF) distributions, while the corresponding perturbation of refracted rays (RDF) can be approximated as a spherical warp of NDF, taking into account correction factors. Under the assumption of two-sided refraction, we first generate the vMF lobes of the front surface refraction. Based on these lobes, we then estimate the RDF of back surface as a warped convolution of macroscopic and microscopic NDFs within the footprint of each lobe. Moreover, summed-area tables and dual-paraboloid maps are adopted to efficiently represent the environmental lighting in order to support fully dynamic lighting conditions. We finally get a coherent rendering at the different scales that reproduces high-quality meso- and micro-geometric effects under real-time performance.
机译:我们在全频环境照明下,提出了一种具有多尺度粗糙折射的透明物体实时渲染的新方法。在我们的渲染系统中,表面凸块的正态分布功能(NDF)通过Von Mises-Fisher(VMF)分布的混合物表示,而折射光线(RDF)的相应扰动可以近似为NDF的球形翘曲,考虑到纠正因素。在双面折射的假设下,我们首先产生前表面折射的VMF裂片。基于这些裂片,我们将背面的RDF估计为每个叶片占地面积内的宏观和微观NDF的翘曲卷积。此外,采用总结区域表和双抛物面映射来有效地代表环境照明,以便支持完全动态的照明条件。我们终于在不同的尺度上获得了一致的渲染,在实时性能下再现了高质量的中型和微观几何效果。

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