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Hemispherical Gaussians for Accurate Light Integration

机译:半球形高斯准确光线集成

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In real-time computer graphics, approximations are often used to allow for interactive virtual scene rendering. Concerning the on-line lighting of such scenes, an approach getting increased recognition is to approximate the light in every direction of the hemisphere of a surface point using suitable mathematical distribution functions, such as the well-known Spherical Gaussian. A drawback of this distribution is that current methods using it are inaccurate and do not reflect the correct lighting integral over the surface hemisphere. We show new and more accurate convolution of a Spherical Gaussian with a clamped cosine distribution. In short, we propose a closed form approximation of the hemispherical integral of such a distribution in an arbitrary hemisphere. While our use case is the approximation of the hemispherical lighting situation, we believe that our general formulation of the hemispherical integral of a Spherical Gaussian can also be useful in other areas.
机译:在实时计算机图形学中,近似通常用于允许交互式虚拟场景呈现。关于这种场景的在线照明,获得增加的识别的方法是使用合适的数学分布函数近似于表面点的半球的每个方向的光,例如众所周知的球形高斯。这种分布的缺点是使用它的当前方法是不准确的,并且不反映表面半球上的正确照明。我们展示了具有夹紧余弦分布的球形高斯的新的和更准确的卷积。简而言之,我们提出了在任意半球中这种分布的半球形积分的闭合形式近似。虽然我们的用例是半球照明情况的近似,但我们认为我们对球形高斯的半球形积分的一般配方也可以在其他领域有用。

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