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Deferred voxel shading for real-time global illumination

机译:延期的体素着色,用于实时全局照明

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Computing indirect illumination is a challenging and complex problem for real-time rendering in 3D applications. We present a global illumination approach that computes indirect lighting in real time using a simplified version of the outgoing radiance and the scene stored in voxels. This approach comprehends two-bounce indirect lighting for diffuse, specular and emissive materials. Our voxel structure is based on a directional hierarchical structure stored in 3D textures with mipmapping, the structure is updated in real time utilizing the GPU which enables us to approximate indirect lighting for dynamic scenes. Our algorithm employs a voxel-light pass which calculates voxel direct and global illumination for the simplified outgoing radiance. We perform voxel cone tracing within this voxel structure to approximate different lighting phenomena such as ambient occlusion, soft shadows and indirect lighting. We demonstrate with different tests that our developed approach is capable to compute global illumination of complex scenes on interactive times.
机译:计算间接照明是在3D应用中的实时渲染一个充满挑战和复杂的问题。我们提出,使用射出辐射和简化版本存储在体素的现场实时计算间接照明的全局照明方法。这种方法领会用于漫反射,镜面反射和发射材料两弹跳间接照明。我们的体素的结构是基于存储在3D纹理与mipmapping贴图,结构是实时利用,使我们可以近似间接照明的动态场景的GPU更新定向分层结构。我们的算法采用一个体素的光通过其计算体素直接和全局照明对于简化的射出辐射。我们执行体素锥体该体素结构内跟踪来近似不同的照明现象,如环境光遮挡,柔和的阴影和间接照明。我们证明有不同的测试,我们的开发方法能够计算互动时间复杂场景的全局照明。

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