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All-Frequency Direct Illumination with Vectorized Visibility

机译:具有矢量化可见性的全频直接照明

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摘要

Many existing pre-computed radiance transfer (PRT) approaches for all-frequency lighting store the information of a 3D object in the pre-vertex manner. To preserve the fidelity of high frequency effects, the 3D object must be tessellated densely. Otherwise, rendering artifacts due to interpolation may appear. This paper presents an all-frequency lighting algorithm for direct illumination based on a new visibility representation which approximates a visibility function using a sequence of 3D vectors. The algorithm is able to construct the visibility function of an on-screen pixel on-the-fly. Hence even though the 3D object is not tessellated densely, the rendering artifacts can be suppressed greatly. Besides, a summed area table based rendering algorithm, which is able to handle the integration over a non-axis aligned polygon, is developed. Using our approach, we can rotate lighting environment, change view point, and adjust the shininess of the 3D object in a real-time manner. Experimental results show that our approach can render plausible all-frequency lighting effects for direct illumination in real-time, especially for specular shadows, which are difficult for other methods to obtain.
机译:用于全频照明的许多现有的预先计算的辐射转移(PRT)方法都以预先顶点方式存储3D对象的信息。为了保持高频效果的保真度,必须密集地细分3D对象。否则,可能会出现由于插值导致的渲染伪影。本文提出了一种基于新可见性表示的直接照明全频照明算法,该可见性表示使用一系列3D向量来近似可见性函数。该算法能够即时构建屏幕上像素的可见性功能。因此,即使未密集地对3D对象进行细分,也可以极大地抑制渲染伪像。此外,还开发了一种基于求和面积表的渲染算法,该算法能够处理无轴对齐多边形上的积分。使用我们的方法,我们可以实时旋转照明环境,更改视点并调整3D对象的亮度。实验结果表明,我们的方法可以为直接照明实时提供合理的全频照明效果,特别是对于镜面阴影而言,这是其他方法难以获得的。

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