首页> 外文会议>International Conference on Cyberworlds >Voxel-Based Interactive Rendering of Translucent Materials under Area Lights Using Sparse Samples
【24h】

Voxel-Based Interactive Rendering of Translucent Materials under Area Lights Using Sparse Samples

机译:基于体素的互动性渲染的透明材料在面积灯下使用稀疏样品

获取原文

摘要

Interactive rendering of translucent materials in virtual worlds has always proved to be challenging. In our work, we develop a voxel illumination framework for translucent materials illuminated by area lights. Our voxel illumination framework consists of two voxel structures. They are the Enhanced Subsurface Light Propagation Volumes (ESLPV), which handles the local translucent material appearance and the Light Propagation Volumes (LPV), which handles indirect illumination for the entire scene. Using a set of sparsely distributed Poisson disk samples in the ESLPV and LPV, illumination can be gathered from area lights. A uniform set of Poisson disk samples on the translucent objects is resampled and chosen as Translucent Planar Lights (TPLs) and is used to distribute lighting from translucent objects into the LPV by an additional gathering process. Our technique allows for direct and indirect illuminations from highly scattering translucent materials to be rendered interactively under area lighting at good quality. We can achieve similar effects, such as scattered light illumination from translucent materials, when compared to offline renderers without precomputations.
机译:虚拟世界中的半透明材料的互动渲染一直被证明是挑战性的。在我们的工作中,我们开发了由面积灯照明的半透明材料的体素照明框架。我们的体素照明框架由两个体素结构组成。它们是增强的地下光传播卷(ESLPV),其处理局部半透明材料外观和光传播体积(LPV),其处理整个场景的间接照明。在ESLPV和LPV中使用一套稀疏分布的泊松盘样本,可以从区域灯收集照明。半透明物体上的一套均匀的泊松盘样品重新采样,选择为半透明平面灯(TPLS),用于通过额外的收集过程将从半透明物体的光照分配到LPV中。我们的技术允许从高度散射的半透明材料中直接和间接照明,以便以质量良好地在区域照明下交互方式。与离线渲染器相比,我们可以达到类似的效果,例如从半透明材料的散射光线照射,而没有预先进行。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号