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Progressive Point-Based Global Illumination

机译:基于渐进点的全局照明

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This paper proposes a progressive point-based global illumination algorithm to render complex scenes with limited time and memory. Our algorithm includes multi passes. The first pass is ray tracing, and the next passes are point cloud generating and point-based rendering passes. The point clouds are generating progressively, so that they can be generated as much as possible, without considering the limitation of the memory. With this method, we can find a proper size of point cloud. Then, we improve standard photon mapping with our progressive point-based global illumination. We progressively generate the point cloud storing indirect illumination computed by photon mapping and then render with point-based method. Our method costs less time than the standard photon mapping, it has higher quality and uses less memory than standard point-based global illumination.
机译:本文提出了一种基于渐进点的全局照明算法,以有限的时间和内存来渲染复杂的场景。我们的算法包括多次通过。第一遍是光线跟踪,第二遍是点云生成和基于点的渲染遍。点云正在逐步生成,因此可以在不考虑内存限制的情况下尽可能多地生成它们。通过这种方法,我们可以找到适当大小的点云。然后,我们使用基于渐进点的全局照明来改进标准光子贴图。我们逐步生成存储通过光子映射计算的间接照明的点云,然后使用基于点的方法进行渲染。与标准的基于点的全局照明相比,我们的方法比标准的光子映射花费更少的时间,质量更高,使用的内存更少。

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