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Real-Time Rendering of Rough Refraction

机译:粗糙折射的实时渲染

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摘要

We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using preconvolution; second, a combination of cone tracing and macrogeometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic ray tracing. Furthermore we propose two extensions to our method for supporting spatially varying roughness on object surfaces and local lighting for thin objects.
机译:我们提出了一种算法,可在全频远距离照明下实时渲染具有粗糙表面的透明材料制成的对象。粗糙的表面会在光入射和出射物体时引起较宽的散射,这使此类材料的绘制变得非常复杂。由于粗糙的折射,我们提供了两个近似界面上连续散射事件的贡献:首先,使用球面高斯近似双向透射率分布函数(BTDF),适用于使用预卷积实时估计环境照明;第二,将圆锥跟踪和宏观几何滤波相结合,以有效地将散射光线整合到对象的出射界面。通过与随机射线跟踪进行比较,我们证明了近似的质量。此外,我们提出了两种扩展方法,以支持物体表面空间变化的粗糙度和薄物体的局部照明。

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