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Historygrams: Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping

机译:历史记录:使用光子映射在直接体积渲染中启用交互式全局照明

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Abstract—In this paper, we enable interactive volumetric global illumination by extending photon mapping techniques to handle interactive transfer function (TF) and material editing in the context of volume rendering. We propose novel algorithms and data structures for finding and evaluating parts of a scene affected by these parameter changes, and thus support efficient updates of the photon map. In direct volume rendering (DVR) the ability to explore volume data using parameter changes, such as editable TFs, is of key importance. Advanced global illumination techniques are in most cases computationally too expensive, as they prevent the desired interactivity. Our technique decreases the amount of computation caused by parameter changes, by introducing Historygrams which allow us to efficiently reuse previously computed photon media interactions. Along the viewing rays, we utilize properties of the light transport equations to subdivide a view-ray into segments and independently update them when invalid. Unlike segments of a view-ray, photon scattering events within the volumetric medium needs to be sequentially updated. Using our Historygram approach, we can identify the first invalid photon interaction caused by a property change, and thus reuse all valid photon interactions. Combining these two novel concepts, supports interactive editing of parameters when using volumetric photon mapping in the context of DVR. As a consequence, we can handle arbitrarily shaped and positioned light sources, arbitrary phase functions, bidirectional reflectance distribution functions and multiple scattering which has previously not been possible in interactive DVR.
机译:摘要—在本文中,我们通过扩展光子映射技术来处理体积传递上下文中的交互式传递函数(TF)和材质编辑,从而实现交互式体积全局照明。我们提出了新颖的算法和数据结构,用于查找和评估受这些参数变化影响的场景部分,从而支持光子图的有效更新。在直接体积渲染(DVR)中,使用参数更改(例如可编辑TF)浏览体积数据的能力至关重要。在大多数情况下,先进的全局照明技术在计算上过于昂贵,因为它们阻止了所需的交互性。通过引入历史图,我们的技术减少了因参数更改而导致的计算量,该历史图使我们能够有效地重用先前计算出的光子介质相互作用。沿着视线,我们利用光传输方程的属性将视线细分为片段,并在无效时独立更新它们。与视线段不同,体积介质中的光子散射事件需要顺序更新。使用我们的Historygram方法,我们可以识别出由属性更改引起的第一个无效光子相互作用,从而重用所有有效的光子相互作用。结合这两个新颖的概念,在DVR的环境中使用体积光子映射时,支持参数的交互式编辑。结果,我们可以处理任意形状和位置的光源,任意相位函数,双向反射率分布函数和多重散射,而这在交互式DVR中是不可能实现的。

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