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Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments

机译:预先计算的辐射转移,用于动态低频照明环境中的实时渲染

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摘要

We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the object's surface representing transfer of arbitrary, low-frequency incident lighting into transferred radiance which includes global effects like shadows and interreflections from the object onto itself. At run-time, these transfer functions are applied to actual incident lighting. Dynamic, local lighting is handled by sampling it close to the object every frame; the object can also be rigidly rotated with respect to the lighting and vice versa. Lighting and transfer functions are represented using low-order spherical harmonics. This avoids aliasing and evaluates efficiently on graphics hardware by reducing the shading integral to a dot product of 9 to 25 element vectors for diffuse receivers. Glossy objects are handled using matrices rather than vectors. We further introduce functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space. These allow soft shadows and caustics from rigidly moving objects to be cast onto arbitrary, dynamic receivers. We demonstrate real-time global lighting effects with this approach.
机译:我们提出了一种新的实时方法,用于捕获低频阴影环境中的漫反射和光泽对象,该方法可以捕获柔和的阴影,相互反射和焦散。作为预处理,一种新颖的全局传输模拟器会在对象的表面上创建函数,以表示将任意的低频入射光转换为已传输的辐射的函数,其中包括全局效应,例如阴影和从对象到自身的相互反射。在运行时,这些传递函数将应用于实际的入射照明。动态局部照明是通过在每帧靠近对象的位置进行采样来进行处理的;物体也可以相对于照明刚性旋转,反之亦然。照明和传递函数使用低阶球谐函数表示。这样可以避免混淆,并通过将阴影积分减少到9至25个元素矢量的点积(用于漫反射接收器),在图形硬件上进行有效评估。使用矩阵而不是向量来处理有光泽的对象。我们进一步介绍了从动态照明环境通过预处理对象到空间中相邻点的辐射传输的功能。这些允许将来自刚性移动物体的柔和阴影和焦散投射到任意动态接收器上。我们使用这种方法演示了实时全局照明效果。

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