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Virtual Ray Lights for Rendering Scenes with Participating Media

机译:虚拟射线灯呈现参与媒体的场景

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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:我们提出了一种用于在参与媒体中模拟间接照明的有效许多光算法。在随机步行路径的顶点上代替在随机步道路径的顶点上创建离散的虚拟点灯(VPLS),我们呈现连续概括,其沿介质中的每个路径段放置虚拟射线灯(VRL)。此外,不是在介质中独立地评估照明,而是通过使用有效的蒙特卡罗产品采样技术计算通过介质来计算每个VRL到整个摄像机光线的贡献。我们证明,通过沿着光线和相机光线传播虚拟灯的能量,通常瘟疫VPL方法的奇点显着减少。这大大减少了钳位在介质中的能量贡献的需要,导致鲁棒和不偏不倚的体积照明,不能通过电流的多光技术。此外,通过作为最终聚集的形式,我们获得比渐进光子束等现有密度估计技术更高质量的多散射。

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