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Direct illumination with lazy visibility evaluation

机译:直接照明懒惰可见性评估

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In this paper we present a techique or ocmputing the direct lighting in a three-dimensional scene containing area light sources.Our mehtod correctly handles partial visibility between luminaires and receivers,and is able to efficiently generate accurate fott shadows in scenes modeled with general bidirectional reflectance distribution functions.In most current algorithms,the form factor betwene a light source and receiver is ocmputed using a stochastic ray casting approach which evaluates partial visibility.Such an approach often leads to noisy artifacts or aliasing problems.Generating significantly more rays is often the only solution to improving image qualiyt.Our approach first stores visibility information in the image plane,using lazy evaluation of the visibility function.In a second phase,illumination values for each pixel are generated,using analystic or stochastic integration.Soft shadows and other shading effects re generated with high accuracy in less time than with existing shading algorithms.Coherence in specific blocker-oight source relationships across the image plane is exploited to amortize the cost of analytic form factor calculations.By storing information in the imae plane,our method is currently designed for generating a single image,and is thus view-dependent.
机译:在本文中,我们在包含区域光源的三维场景中提出了一种技术或电力直接照明。Mehtod在灯具和接收器之间正确处理部分可见性,并且能够在用一般双向反射率建模的场景中有效地生成精确的Fott阴影分布函数。在大多数当前算法中,光源和接收器之间的外形因子使用随机射线铸造方法来对,这是评估部分可视性的方法。一种方法通常导致嘈杂的伪像或混叠问题。生成显着更多的光线通常是唯一的解决方案改进图像qualiyt.our方法首先将可见性信息存储在图像平面中,使用可见性函数的延迟评估。在第二阶段,使用分析学或随机积分生成每个像素的照明值.soft阴影和其他着色效果在较小的时间内以高精度生成而不是现有的遮蔽算法。在图像平面上的特定阻塞 - 无法源关系中的构成被利用来摊销分析形式因子计算的成本。在IMAE平面中存储信息,我们的方法目前设计用于生成单个图像,因此视图 - 依赖。

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