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Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis

机译:使用频率分析在动态几何图形上交互式绘制获取的材料

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摘要

Shading acquired materials with high-frequency illumination is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required may vary across the image, and the image itself may have high- and low-frequency variations, depending on a combination of several factors. Adaptively distributing computational budget across the pixels for shading is a challenging problem. In this paper, we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. In each frame, we first estimate the frequencies in the local light field arriving at each pixel, as well as the variance of the shading integrand. Our frequency analysis accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this frequency information (bandwidth and variance) to adaptively sample for reconstruction and integration. For example, fewer pixels per unit area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.
机译:用高频照明对获得的材料进行着色在计算上很昂贵。估计阴影积分需要入射照明的多个样本。取决于多个因素的组合,所需的样本数量可能会在整个图像上有所不同,并且图像本身可能具有高频和低频变化。跨像素自适应地分配计算预算以用于阴影是一个具有挑战性的问题。在本文中,我们以交互方式描述了复杂的材料,例如获得的反射率,而无需基于几何进行任何预计算。在每个帧中,我们首先估计到达每个像素的局部光场中的频率,以及阴影被积的方差。我们的频率分析考虑了多种因素的组合:对象投射到像素的反射率,照明的性质,局部几何形状以及相对于几何形状和照明的相机位置。然后,我们利用此频率信息(带宽和方差)来自适应采样以进行重构和集成。例如,对于投影到漫射对象上的像素,每单位面积的阴影较少,而用于积分入射在镜面对象上的照明的样本则较少。

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