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Lighting Grid Hierarchy for Self-illuminating Explosions

机译:用于自发光爆炸的照明网格层次结构

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Rendering explosions with self-illumination is a challenging problem. Explosions contain animated volumetric light sources immersed in animated smoke that cast volumetric shadows, which play an essential role and are expensive to compute. We propose an efficient solution that redefines this problem as rendering with many animated lights by converting the volumetric lighting data into a large number of point lights. Focusing on temporal coherency to avoid flickering in animations, we introduce lighting grid hierarchy for approximating the volumetric illumination at different resolutions. Using this structure we can efficiently approximate the lighting at any point inside or outside of the explosion volume as a mixture of lighting contributions from all levels of the hierarchy. As a result, we are able to capture high- frequency details of local illumination, as well as the potentially strong impact of distant illumination. Most importantly, this hierarchical structure allows us to efficiently precompute volumetric shadows, which substantially accelerates the lighting computation. Finally, we provide a scalable approach for computing the multiple scattering of light within the smoke volume using our lighting grid hierarchy. Temporal coherency is achieved by relying on continuous formulations at all stages of the lighting approximation.We show that our method is efficient and effective approximating the self-illumination of explosions with visually indistinguishable results, as compared to path tracing. We also show that our method can be applied to other problems involving a large number of (animated) point lights.
机译:用自发光渲染爆炸是一个具有挑战性的问题。爆炸包含沉浸在动画烟雾中的动画体积光源,这些动画烟雾会投射出体积阴影,这些阴影起着至关重要的作用,并且计算成本很高。我们提出了一种有效的解决方案,通过将体积照明数据转换为大量点光源,将这个问题重新定义为使用许多动画灯进行渲染。着眼于时间相关性以避免动画中的闪烁,我们介绍了光照网格层次结构,用于近似不同分辨率下的体积光照。使用这种结构,我们可以有效地将爆炸体积内部或外部的任意点的照明近似为来自层次结构各个级别的照明贡献的混合。结果,我们能够捕获局部照明的高频细节以及远距离照明的潜在强烈影响。最重要的是,这种分层结构使我们能够有效地预先计算体积阴影,从而大大加快了照明计算的速度。最后,我们提供了一种可扩展的方法,可以使用我们的照明网格层次结构来计算烟雾量内的光的多次散射。通过在照明近似的所有阶段依靠连续的公式来实现时间连贯性。我们证明,与路径跟踪相比,我们的方法可以高效,有效地近似爆炸的自发光,并且在视觉上无法区分结果。我们还表明,我们的方法可以应用于涉及大量(动画)点光源的其他问题。

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