首页> 外文会议>International conference on cyberworlds >Interactive Screenspace Stream-Compaction Fragment Rendering of Direct Illumination from Area Lights
【24h】

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

机译:区域光直接照明的交互式屏幕空间流压缩片段渲染

获取原文

摘要

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:事实证明,在虚拟世界中以交互方式从区域灯光照明渲染照明具有挑战性。在本文中,我们扩展了多分辨率渲染的工作,以直接从区域光照明。我们提出了一种直接照明的延迟着色方法,该方法将屏幕空间细分为多分辨率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以及阴影边界。为了检测阴影边界,我们的细分方案,即子片段可见性测试(SFVT),在每个片段内执行可见性不连续性检查,如果发现不连续性,则将该片段细分为更高的分辨率级别。此外,我们提出的梯度感知屏幕空间细分(GASS)算法通过增加基于梯度差异的细分数量来加快优化速度。我们的技术利用图形着色管道中的变换反馈着色器(TFS)的流压缩功能来过滤出片段以进行软阴影细化。提出了一种采用径向基函数(RBF)的单程屏幕空间辐照度上采样方案,用于内插散射片段。这减少了由大碎片引起的伪像。 Ou在虚拟世界中从区域灯光进行交互照明渲染始终被证明具有挑战性。在本文中,我们扩展了多分辨率渲染的工作,以直接从区域光照明。我们提出了一种直接照明的延迟着色方法,该方法将屏幕空间细分为多分辨率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以及阴影边界。为了检测阴影边界,我们的细分方案(子片段可见性测试(SFVT))在每个片段内执行可见性不连续性检查,如果发现不连续性,则将片段细分为更高的分辨率级别。此外,我们提出的梯度感知屏幕空间细分(GASS)算法通过增加基于梯度差异的细分数量来加快优化速度。我们的技术利用图形着色管道中的变换反馈着色器(TFS)的流压缩功能来过滤出片段以进行软阴影细化。提出了一种采用径向基函数(RBF)的单程屏幕空间辐照度上采样方案,用于内插散射片段。这减少了由大碎片引起的伪像。我们的技术不需要预计算并且能够以交互速率运行。r技术不需要预计算并且能够以交互速率运行。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号