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Volumetric Ambient Occlusion for Real-Time Rendering and Games

机译:实时渲染和游戏的体积环境遮挡

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摘要

This new algorithm, based on GPUs, can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The first step in deriving this algorithm is to examine how ambient occlusion relates to the physically founded rendering equation. The correspondence stems from a fuzzy membership function that defines what constitutes nearby occlusions. The next step is to develop a method to calculate ambient occlusion in real time without precomputation. The algorithm is based on a novel interpretation of ambient occlusion that measures the relative volume of the visible part of the surface's tangent sphere. The new formula's integrand has low variation and thus can be estimated accurately with a few samples.
机译:这种基于GPU的新算法可以计算环境遮挡,以廉价地近似实时系统和游戏中的全局照明效果。推导此算法的第一步是检查环境光遮挡如何与物理上建立的渲染方程式相关。对应关系源自模糊隶属度函数,该函数定义了附近的遮挡物。下一步是开发一种无需预先计算即可实时计算环境光遮挡的方法。该算法基于对环境光遮挡的新颖解释,该遮挡测量了表面切线球体可见部分的相对体积。新公式的被积数变化小,因此可以通过少量样本进行准确估计。

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