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Cosine lobes for interactive direct lighting in dynamic scenes

机译:余弦波瓣,用于动态场景中的交互式直接照明

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摘要

Cosine functions have been widely used for representing Bidirectional Reflection Distribution Functions (BRDF) such as Lambert, Phong and Lafortune models. They are well suited to represent both high and low frequency signals. However, they are difficult to use with visibility and incident radiance. In most systems, the rendering equation terms are thus estimated using various methods. Several interactive rendering systems rather rely on the projection of each term onto orthonormal basis functions such as spherical harmonics or wavelets. These methods are easier to handle since the integration becomes a dot product. However, these functions are also subject to several drawbacks. For instance the number of coefficients is high for the representation of high frequency phenomena; the pre-computation time required for projecting each term of the rendering equation cannot be neglected. This paper demonstrates that cosine lobes can be generalized to visibility and incoming radiance with several advantages. First, cosine lobes do not form an orthonormal basis of functions and the number of parameters remains naturally adapted to the signal. This is very interesting for complex and high frequency functions: glossy BRDF or small light sources for instance. We also use this property for reducing the number of parameters as the computation goes along. Second, Lambert, Phong and Lafortune BRDF models are already used in many rendering systems. Since they already rely on this representation, no transformation into other types of model is necessary. This paper shows how it is possible to rapidly integrate the product of cosine lobes. As a demonstration of our methodology, we propose an interactive rendering system for direct lighting, including soft shadows and spatially varying materials.
机译:余弦函数已被广泛用于表示双向反射分布函数(BRDF),例如Lambert,Phong和Lafortune模型。它们非常适合表示高频和低频信号。但是,它们很难与可见性和入射辐射一起使用。因此,在大多数系统中,渲染方程项是使用各种方法估算的。几个交互式渲染系统更依赖于每个项在正交基函数(例如球谐函数或小波)上的投影。由于集成成为点积,因此这些方法更易于处理。但是,这些功能也有一些缺点。例如,代表高频现象的系数数量很多;投影渲染方程的每个项所需的预计算时间不能忽略。本文证明了余弦波瓣可以推广到可见性和入射辐射,具有几个优点。首先,余弦波瓣不形成函数的正交基础,并且参数的数量仍然自然地适应信号。这对于复杂和高频功能非常有趣:例如光泽BRDF或小型光源。我们还使用此属性来减少计算过程中的参数数量。其次,Lambert,Phong和Lafortune BRDF模型已经在许多渲染系统中使用。由于他们已经依赖此表示形式,因此无需转换为其他类型的模型。本文说明了如何快速整合余弦波的乘积。为了说明我们的方法,我们提出了一种用于直接照明的交互式渲染系统,包括柔和阴影和空间变化的材质。

著录项

  • 来源
    《Computers & Graphics》 |2010年第6期|p.767-778|共12页
  • 作者单位

    XLIM-SIC laboratory, UMR CNRS 6172, Computer Graphics, Bat. SP2MI, Teleport 2, Bvd Marie et Pierre Curie, BP 30179, 86962 Futuroscope Chasseneuil Cedex, France;

    XLIM-SIC laboratory, UMR CNRS 6172, Computer Graphics, Bat. SP2MI, Teleport 2, Bvd Marie et Pierre Curie, BP 30179, 86962 Futuroscope Chasseneuil Cedex, France;

    XLIM-SIC laboratory, UMR CNRS 6172, Computer Graphics, Bat. SP2MI, Teleport 2, Bvd Marie et Pierre Curie, BP 30179, 86962 Futuroscope Chasseneuil Cedex, France;

    XLIM-SIC laboratory, UMR CNRS 6172, Computer Graphics, Bat. SP2MI, Teleport 2, Bvd Marie et Pierre Curie, BP 30179, 86962 Futuroscope Chasseneuil Cedex, France;

    XUM-DMI laboratory, UMR CNRS 6172, Computer Graphics, 123, avenue A Thomas 87060 Limoges cedex, France;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    interactive rendering; basis functions; cosine lobes;

    机译:交互式渲染;基本功能;余弦波瓣;

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