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A Method of Real-time Rendering for Subsurface Scattering Based on BRDF

机译:基于BRDF的地下散射实时渲染的方法

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Translucent objects are very common in the real world, so the real-time rendering of the translucent objects is a hot research topic in recent years. However, because of the special properties and translucent material and the complexity of interaction with light, it is too difficult to achieve both realistic and real-time. This paper proposes a real-time subsurface scattering rendering method for translucent objects. In the paper, a method of illumination model decomposition for subsurface scattering is proposed first. And then use the BRDF model to approximate the illumination of single subsurface scattering , at the same time improve the traditional rendering equation of the multiple subsurface scattering. Using the technology of deferred shading and parallel computing capability of GPU, which has reduced the integral computation during rendering. This paper has achieved the real-time rendering of subsurface scattering for translucent object without affect the final rendering effect.
机译:半透明对象在现实世界中很常见,因此半透明对象的实时渲染是近年来的热门研究主题。然而,由于特殊的特性和半透明材料和光线相互作用的复杂性,因此太难以实现了现实和实时。本文提出了一种用于半透明对象的实时地下散射渲染方法。本文首先提出了一种用于地下散射的照明模型分解方法。然后使用BRDF模型来近似单个地下散射的照明,同时改善多个地下散射的传统渲染方程。使用GPU的延迟遮蔽和并行计算能力的技术,这在渲染过程中降低了整体计算。本文已经实现了半裸散射的实时渲染,用于半透明对象,而不会影响最终渲染效果。

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