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Virtual Ray Lights for Rendering Scenes with Participating Media

机译:使用参与媒体渲染场景的虚拟射线灯

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摘要

We present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices of random-walk paths, we present a continuous generalization that places virtual ray lights (VRLs) along each path segment in the medium. Furthermore, instead of evaluating the lighting independently at discrete points in the medium, we calculate the contribution of each VRL to entire camera rays through the medium using an efficient Monte Carlo product sampling technique. We prove that by spreading the energy of virtual lights along both light and camera rays, the singularities that typically plague VPL methods are significantly diminished. This greatly reduces the need to clamp energy contributions in the medium, leading to robust and unbiased volumetric lighting not possible with current many-light techniques. Furthermore, by acting as a form of final gather, we obtain higher-quality multiple-scattering than existing density estimation techniques like progressive photon beams.
机译:我们提出一种有效的多光算法,用于模拟参与媒体中的间接照明。我们没有在随机行走路径的顶点上创建离散的虚拟点光源(VPL),而是提供了一种连续的概括,即沿着介质中的每个路径段放置虚拟射线光(VRL)。此外,我们使用高效的蒙特卡洛积采样技术来计算每个VRL通过介质对整个摄影机光线的贡献,而不是独立评估介质中离散点的照明。我们证明,通过沿光线和相机光线散布虚拟光的能量,通常困扰VPL方法的奇异性大大降低了。这大大减少了将能量贡献夹在介质中的需要,从而导致了当前的多光技术无法实现的稳健且无偏的体积照明。此外,通过充当最终聚集的一种形式,我们获得了比现有密度估计技术(例如渐进光子束)更高质量的多重散射。

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