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Progressive Photon Beams

机译:渐进光子束

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摘要

We present progressive photon beams, a new algorithm for rendering complex lighting in participating media. Our technique is efficient, robust to complex light paths, and handles heterogeneous media and anisotropic scattering while provably converging to the correct solution using a bounded memory footprint. We achieve this by extending the recent photon beams variant of volumetric photon mapping. We show how to formulate a progressive radiance estimate using photon beams, providing the convergence guarantees and bounded memory usage of progressive photon mapping. Progressive photon beams can robustly handle situations that are difficult for most other algorithms, such as scenes containing participating media and specular interfaces, with realistic light sources completely enclosed by refractive and reflective materials. Our technique handles heterogeneous media and also trivially supports stochastic effects such as depth-of-field and glossy materials. Finally, we show how progressive photon beams can be implemented efficiently on the GPU as a splatting operation, making it applicable to interactive and real-time applications. These features make our technique scalable, providing the same physically-based algorithm for interactive feedback and reference-quality, unbiased solutions.
机译:我们提出了渐进式光子束,这是一种在参与媒体中渲染复杂照明的新算法。我们的技术高效,对复杂的光路具有鲁棒性,并能够处理异质介质和各向异性散射,同时使用有限的内存占用空间可证明地收敛到正确的解决方案。我们通过扩展体积光子映射的最新光子束变体来实现这一目标。我们展示了如何使用光子束来制定渐进辐射估计,提供渐进光子映射的收敛性保证和有限的内存使用。渐进式光子束可以稳健地处理大多数其他算法难以解决的情况,例如包含参与媒体和镜面界面的场景,而真实的光源则完全由折射和反射材料封闭。我们的技术可以处理异构介质,并且还可以轻松支持随机效应,例如景深和光泽材料。最后,我们展示了如何在GPU上以渐进方式有效地实现渐进式光子束,使其适用于交互式和实时应用程序。这些功能使我们的技术具有可扩展性,为交互式反馈和参考质量的无偏解决方案提供相同的基于物理的算法。

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