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Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping

机译:使用预先计算的光子映射在动态光照环境中进行实时体绘制

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We present a framework for precomputed volume radiance transfer that achieves real-time rendering of global illumination effects for volume data sets such as multiple scattering, volumetric shadows, and so on. Our approach incorporates the volumetric photon mapping method into the classical precomputed radiance transfer pipeline. We contribute several techniques for light approximation, radiance transfer precomputation, and real-time radiance estimation, which are essential to make the approach practical and to achieve high frame rates. For light approximation, we propose a new discrete spherical function that has better performance for construction and evaluation when compared with existing rotational invariant spherical functions such as spherical harmonics and spherical radial basis functions. In addition, we present a fast splatting-based radiance transfer precomputation method and an early evaluation technique for real-time radiance estimation in the clustered principal component analysis space. Our techniques are validated through comprehensive evaluations and rendering tests. We also apply our rendering approach to volume visualization.
机译:我们提出了一种用于预先计算的体积辐射度传输的框架,该框架可实现对体积数据集(例如多重散射,体积阴影等)的全局照明效果的实时渲染。我们的方法将体积光子映射方法结合到经典的预先计算的辐射传输管道中。我们为光逼近,辐射传递预计算和实时辐射率估算提供了几种技术,这些技术对于使该方法切实可行并实现高帧速率至关重要。对于光逼近,我们提出了一种新的离散球面函数,与现有的旋转不变球面函数(例如球谐函数和球面径向基函数)相比,其结构和评估性能更好。此外,我们提出了一种基于快速喷溅的辐射转移预计算方法和一种用于集群主成分分析空间中实时辐射估计的早期评估技术。我们的技术通过全面的评估和渲染测试得到了验证。我们还将渲染方法应用于体积可视化。

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