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Interactive Approximate Rendering of Reflections, Refractions, and Caustics

机译:反射,折射和焦散的交互式近似渲染

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Reflections, refractions, and caustics are very important for rendering global illumination images. Although many methods can be applied to generate these effects, the rendering performance is not satisfactory for interactive applications. In this paper, complex ray-object intersections are simplified so that the intersections can be computed on a GPU, and an iterative computing scheme based on the depth buffers is used for correcting the approximate results caused by the simplification. As a result, reflections and refractions of environment maps and nearby geometry can be rendered on a GPU interactively without preprocessing. We can even achieve interactive recursive reflections and refractions by using an object-impostor technique. Moreover, caustic effects caused by reflections and refractions can be rendered by placing the eye at the light. Rendered results prove that our method is sufficiently efficient to render plausible images interactively for many interactive applications
机译:反射,折射和焦散对于渲染全局照明图像非常重要。尽管可以应用许多方法来生成这些效果,但是对于交互式应用程序,渲染性能并不令人满意。在本文中,简化了复杂的射线对象相交,以便可以在GPU上计算相交,并使用基于深度缓冲区的迭代计算方案来校正由简化引起的近似结果。因此,无需进行预处理,就可以在GPU上交互式渲染环境图和附近几何图形的反射和折射。我们甚至可以使用对象植入器技术来实现交互式递归反射和折射。此外,通过将眼睛放在灯光下,可以产生由反射和折射引起的苛性效应。渲染结果证明,对于许多交互式应用程序,我们的方法足以有效地交互式渲染合理的图像。

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