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Solid Angle Based Ambient Obscurance in Image Space

机译:图像空间中基于立体角的环境模糊

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摘要

We derive a new approximation of ambient obscurance to improve the quality of state-of-the-art techniques used in real-time rendering We attempt to stay close to the original definition of ambient obscurance and, while building on the deferred rendering approach, bring into image-space information that is suitable for accurate estimations of visibility that take account of the position and orientation of near occluding geometry The approach is based on the approximation of a covered solid angle, considering the area of surfaces, and hemisphere partitioning that gives directional information about coverage, both done m image space. The immediate advantage of our technique is that we avoid over-occlusion caused by multiple occluders covering each other but covering from the same direction. In some cases our implementation achieves lower performance with respect to some currently popular and widely adopted screen-space ambient obscurance approximations, but still obtains realtime frame rates on the current generation of hardware.
机译:我们推导了一种新的近似环境模糊度,以改善实时渲染中使用的最新技术的质量。我们尝试保持与环境模糊度的原始定义接近,并在延迟渲染方法的基础上,带来图像空间信息,该信息适合于精确估计可见性,并考虑了近遮挡几何的位置和方向。该方法基于近似立体角的近似值(考虑了曲面的面积)和对方向进行半球划分的方法有关覆盖率的信息,都在m个图像空间完成。我们的技术的直接优势在于,我们避免了由多个遮挡物相互覆盖但从同一方向覆盖而造成的过度遮挡。在某些情况下,相对于某些当前流行且广泛采用的屏幕空间环境模糊度逼近,我们的实现实现了较低的性能,但仍获得了当前一代硬件的实时帧速率。

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