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Axis-Aligned Filtering for Interactive Sampled Soft Shadows

机译:交互式采样的软阴影的轴对齐滤波

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We develop a simple and efficient method for soft shadows from planar area light sources, based on explicit occlusion calculation by raytracing, followed by adaptive image-space filtering. Since the method is based on Monte Carlo sampling, it is accurate. Since the filtering is in image-space, it adds minimal overhead and can be performed at real-time frame rates. We obtain interactive speeds, using the Optix GPU raytracing framework. Our technical approach derives from recent work on frequency analysis and sheared pixellight filtering for offline soft shadows. While sample counts can be reduced dramatically, the sheared filtering step is slow, adding minutes of overhead. We develop the theoretical analysis to instead consider axis-aligned filtering, deriving the sampling rates and filter sizes. We also show how the filter size can be reduced as the number of samples increases, ensuring a consistent result that converges to ground truth as in standard Monte Carlo rendering.
机译:我们开发了一种简单有效的方法来处理平面光源的软阴影,该方法基于光线跟踪的显式遮挡计算,然后进行自适应图像空间滤波。由于该方法基于蒙特卡洛采样,因此是准确的。由于过滤是在图像空间中进行的,因此增加了最小的开销,并且可以实时帧速率执行。我们使用Optix GPU光线跟踪框架获得交互式速度。我们的技术方法源于最新的频率分析工作和针对离线软阴影的剪切像素光滤波。尽管可以大大减少样本数量,但剪切滤波步骤很慢,增加了几分钟的开销。我们发展了理论分析,改为考虑轴对齐的滤波,从而得出采样率和滤波器尺寸。我们还将展示如何随着样本数量的增加而减小滤波器的尺寸,从而确保一致的结果收敛到标准蒙特卡洛渲染中的地面真实性。

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