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Using Procedural RenderMan Shaders for Global Illumination

机译:使用程序性RenderMan着色器进行全局照明

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Global illumination techniques like radiosity or Monte-Carlo ray-tracing are becoming standard features of rendering systems. However, there is currently no accepted interface format which supports an appropriate physically-based scene description. In this paper we present extensions to the well-known RenderMan interface, which allow for a physically based scene description and support advanced global illumination techniques. Special emphasis has been laid on the support for procedural descriptions of reflection and emission by RenderMan surface shaders. So far, they could not be used with most global illumination algorithms. The extensions have been implemented in a physically-based rendering system and are illustrated with examples.
机译:诸如光能传递或蒙特卡洛光线追踪之类的全局照明技术正成为渲染系统的标准功能。但是,目前尚没有接受的接口格式支持适当的基于物理的场景描述。在本文中,我们介绍了著名的RenderMan接口的扩展,该接口允许基于物理的场景描述并支持高级全局照明技术。特别强调的是RenderMan表面着色器对反射和发射的过程描述的支持。到目前为止,它们不能与大多数全局照明算法一起使用。这些扩展已在基于物理的渲染系统中实现,并通过示例进行了说明。

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