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Accelerating Many-Lights Rendering with Multi-directional Scene Voxelization

机译:通过多方向场景体素化加速多光源渲染

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Many scenes of interest to computer graphics applications contain a large number of dynamic light sources. Lighting is computationally expensive because it implies solving a visibility problem for every point light source. We present a method for voxel based approximation of the geometry of a scene. The ray is intersected with the approximation to accelerate the visibility determination. The scene geometry is approximated with a 2D array of voxelizations, with one voxelization for each direction from a dense sampling of the 2D space of all possible directions. The ray/scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. We support dynamic scenes with rigidly moving objects and complex dynamic scenes. The results of our experiments show our method can render scenes containing thousands lights.
机译:计算机图形应用程序感兴趣的许多场景都包含大量的动态光源。照明在计算上很昂贵,因为它意味着解决每个点光源的可见性问题。我们提出一种基于体素的场景几何近似方法。光线与近似值相交以加快可见性确定。场景几何体使用2D体素化数组进行近似,每个方向的一个体素化来自所有可能方向的2D空间的密集采样。射线/场景相交使用体素化来近似,该体素化的行与射线最紧密地对齐。我们支持具有刚性移动对象和复杂动态场景的动态场景。实验结果表明,该方法可以渲染包含数千个灯光的场景。

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