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Interactive Screenspace Stream-Compaction Fragment Rendering of Direct Illumination from Area Lights

机译:交互式屏幕空间流压缩片段渲染的区域灯直接照明

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Interactive rendering of illumination from area lights in virtual worlds has always proved to be challenging. In this paper, we extend the work of multi resolution rendering for direct illumination from area lights. We propose a deferred shading method for direct illumination which subdivides screenspace into multi resolution 2D-fragments in which higher resolution fragments are created to represent geometric and depth discontinuities as well as shadow boundaries. To detect shadow boundaries, our subdivision scheme, sub-fragment visibility test (SFVT), performs a visibility discontinuity check within each fragment and subdivides the fragment to a higher resolution level if discontinuity is found. In addition, our proposed gradient aware screenspace subdivision (GASS) algorithm accelerates the refinement by increasing the number of subdivisions based on gradient differences. Our technique utilizes the streamcompaction feature of the transform feedback shader (TFS) in the graphics shading pipeline to filter out fragments for soft shadow refinement. A single pass screenspace irradiance upsampling scheme which uses radial basis functions (RBF) is proposed for interpolating scattered fragments. This reduces artifacts caused by large fragments. OuInteractive rendering of illumination from area lights in virtual worlds has always proved to be challenging. In this paper, we extend the work of multi resolution rendering for direct illumination from area lights. We propose a deferred shading method for direct illumination which subdivides screenspace into multi resolution 2D-fragments in which higher resolution fragments are created to represent geometric and depth discontinuities as well as shadow boundaries. To detect shadow boundaries, our subdivision scheme, sub-fragment visibility test (SFVT), performs a visibility discontinuity check within each fragment and subdivides the fragment to a higher resolution level if discontinuity is found. In addition, our proposed gradient aware screenspace subdivision (GASS) algorithm accelerates the refinement by increasing the number of subdivisions based on gradient differences. Our technique utilizes the stream-compaction feature of the transform feedback shader (TFS) in the graphics shading pipeline to filter out fragments for soft shadow refinement. A single pass screenspace irradiance upsampling scheme which uses radial basis functions (RBF) is proposed for interpolating scattered fragments. This reduces artifacts caused by large fragments. Our technique does not require precomputations and is able to run at interactive rates.r technique does not require precomputations and is able to run at interactive rates.
机译:虚拟世界中区域灯的互动渲染一直被证明是挑战性的。在本文中,我们扩展了多分辨率渲染的工作,以便从面积灯直接照明。我们提出了一种延迟的着色方法,用于直接照明,将屏幕空间分解为多分辨率2D片段,其中创建了更高分辨率的片段以表示几何和深度不连续性以及阴影边界。为了检测阴影边界,我们的子变量方案,子片段可见性测试(SFVT)在每个片段中执行可见性不连续性检查,如果找到不连续性,则将片段分组到更高分辨率级别。此外,我们提出的梯度意识屏幕空间细分(GASS)算法通过基于梯度差异增加细分的数量来加速细化。我们的技术利用图形着色管道中的转换反馈主流(TFS)的StreamCompaction特性,以滤除软暗影细化的碎片。建议使用径向基函数(RBF)的单通屏幕空间辐照度上采样方案用于插入散射片段。这减少了由大碎片引起的伪影。从虚拟世界中的区域灯光照明的Ou嵌入式渲染一直被证明是挑战性的。在本文中,我们扩展了多分辨率渲染的工作,以便从面积灯直接照明。我们提出了一种延迟的着色方法,用于直接照明,将屏幕空间分解为多分辨率2D片段,其中创建了更高分辨率的片段以表示几何和深度不连续性以及阴影边界。为了检测阴影边界,我们的子变量方案,子片段可见性测试(SFVT)在每个片段中执行可见性不连续性检查,如果找到不连续性,则将片段分组到更高分辨率级别。此外,我们提出的梯度意识屏幕空间细分(GASS)算法通过基于梯度差异增加细分的数量来加速细化。我们的技术利用图形着色管道中的转换反馈着色器(TFS)的流压缩功能,以滤除软暗影细化的碎片。建议使用径向基函数(RBF)的单通屏幕空间辐照度上采样方案用于插入散射片段。这减少了由大碎片引起的伪影。我们的技术不需要预弹性,并且能够以交互式速率运行.R技术不需要预压制,并且能够以交互式运行运行。

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