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Practical Filtering for Efficient Ray-Traced Directional Occlusion

机译:实用的有效射线追踪定向遮挡过滤

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摘要

Ambient occlusion and directional (spherical harmonic) occlusion have become a staple of production rendering because they capture many visually important qualities of global illumination while being reusable across multiple artistic lighting iterations. However, ray-traced solutions for hemispherical occlusion require many rays per shading point (typically 256-1024) due to the full hemispherical angular domain. Moreover, each ray can be expensive in scenes with moderate to high geometric complexity. However, many nearby rays sample similar areas, and the final occlusion result is often low frequency. We give a frequency analysis of shadow light fields using distant illumination with a general BRDF and normal mapping, allowing us to share ray information even among complex receivers. We also present a new rotationally-invariant filter that easily handles samples spread over a large angular domain. Our method can deliver 4x speed up for scenes that are computationally bound by ray tracing costs.
机译:环境光遮挡和方向性(球谐)光遮挡已成为生产渲染的主要内容,因为它们捕捉了全局照明的许多视觉上重要的品质,同时可在多个艺术照明迭代中重复使用。然而,由于整个半球角域,用于半球遮挡的光线跟踪解决方案每个阴影点(通常为256-1024)需要很多光线。此外,在中等到高几何复杂度的场景中,每条射线可能会很昂贵。但是,许多附近的光线会采样相似的区域,最终的遮挡结果通常是低频的。我们使用带有常规BRDF和法线贴图的远距离照明对阴影光场进行频率分析,即使在复杂的接收器之间也可以共享射线信息。我们还提出了一种新的旋转不变滤波器,可以轻松处理散布在大角度域上的样本。对于受光线跟踪成本计算限制的场景,我们的方法可以将速度提高4倍。

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