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Micro-rendering for scalable, parallel final gathering

机译:微型渲染,可扩展,并行最终收集

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Recent approaches to global illumination for dynamic scenes achieve interactive frame rates by using coarse approximations to geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality global illumination renderings of complex scenes are still limited to methods based on ray tracing. While conceptually simple, these techniques are computationally expensive. We present an efficient and scalable method to compute global illumination solutions at interactive rates for complex and dynamic scenes. Our method is based on parallel final gathering running entirely on the GPU. At each final gathering location we perform micro-rendering: we traverse and rasterize a hierarchical point-based scene representation into an importance-warped micro-buffer, which allows for BRDF importance sampling. The final reflected radiance is computed at each gathering location using the micro-buffers and is then stored in image-space. We can trade quality for speed by reducing the sampling rate of the gathering locations in conjunction with bilateral upsampling. We demonstrate the applicability of our method to interactive global illumination, the simulation of multiple indirect bounces, and to final gathering from photon maps.
机译:最近用于动态场景的全局照明的方法通过使用粗略近似来实现交互式帧速率,从而限制了场景复杂度和渲染质量的几何形状,照明或两者。复杂场景的高质量全局照明渲染仍然限于基于射线跟踪的方法。虽然概念上简单,但这些技术是计算昂贵的。我们提出了一种有效和可扩展的方法来计算用于复杂和动态场景的交互式速率的全局照明解决方案。我们的方法是基于完全在GPU上运行的并行最终收集。在每个最终收集位置我们执行微渲染:我们遍历并将基于分层的基于分层的场景表示的渲染到一个重要的翘曲微缓冲区,这允许BRDF重视采样。使用微缓冲器在每个收集位置计算最终反射辐射,然后将其存储在图像空间中。我们可以通过减少与双边上采样的采集位置的采样率来交易速度的质量。我们展示了我们对交互式的全局照明的方法的适用性,多次间接反弹的模拟,以及从光子映射的最终收集。

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