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Radiosity including complex surfaces and geometric textures using solid irradiance and virtual surfaces

机译:使用固体辐照度和虚拟表面的光能传递,包括复杂的表面和几何纹理

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摘要

Procedural techniques for modeling complex surfaces (fractals, implicit surfaces, etc.) and geometric textures (texel maps, displacement maps, etc.) cannot be integrated efficiently into most current radiosity algorithms, since these techniques impose a geometry limited to patches (elementary surfaces). The usual way for including the above-mentioned complex features consists of applying a high rate sampling into small triangles. Often, the resulting enormous geometric complexity (millions of triangles) overloads the memory and computation capacity. In this paper, a radiosity approach for integrating efficiently all kinds of complex surfaces and geometric textures is presented. It is based on the use of virtual surfaces, solid irradiance and ray tracing techniques. The virtual surfaces simplify the overall geometry. They are used to calculate energy exchanges in the scene during the first pass of the radiosity simulation. The solid irradiance is used to estimate the incoming radiance on any point of the complex surface or geometric texture in order to compute the illumination of this point during the final rendering process (second pass). Finally, ray tracing techniques, adapted to the "direct" (e.g. without intermediate geometry) rendering of implicit, fractal or displacement mapped surfaces, allow us to avoid the high rate sampling into small triangles.
机译:建模复杂曲面(分形,隐式曲面等)和几何纹理(texel贴图,位移贴图等)的过程技术无法有效地集成到大多数当前的辐射度算法中,因为这些技术强加了仅限于补丁(基本面)的几何形状)。包括上述复杂特征的通常方法包括对小三角形应用高速率采样。通常,由此产生的巨大几何复杂度(数百万个三角形)会使内存和计算能力超负荷。在本文中,提出了一种能有效地集成各种复杂表面和几何纹理的光能传递方法。它基于虚拟表面,固体辐照度和射线追踪技术的使用。虚拟表面简化了整体几何形状。它们用于在光能传递模拟的第一遍过程中计算场景中的能量交换。固体辐照度用于估计复杂表面或几何纹理的任何点上的入射辐射,以便在最终渲染过程(第二遍)中计算该点的照度。最后,适合于隐式,分形或位移映射表面的“直接”(例如,不使用中间几何图形)渲染的光线跟踪技术,使我们避免了将高采样率采样成小三角形。

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