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Physically Based Area Lighting Model for Real-Time Animation

机译:实际基于区域照明模型,用于实时动画

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Physically based rendering is not a new concept and it has been pursued in the scientific fields for a long time. However, it has not been until recently that the new generation of game consoles allowed more expensive algorithms to be adapted and computed in real-time constraints. In this paper, we analyse methods of approximating the lighting received from geometrical emitters (area lights) and compare them to the ground truth reference model computed through the Monte Carlo numerical integration algorithm.
机译:物理上的渲染不是一个新的概念,它已经在科学领域追求了很长时间。但是,直到最近,新一代游戏机允许在实时约束中调整和计算更昂贵的算法。在本文中,我们分析了近似从几何发射器(区域灯)接收的照明的方法,并将它们与通过蒙特卡罗数值积分算法计算的地面真理参考模型进行比较。

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