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Multipole expansion of the light vector

机译:光矢量的多极展开

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Computing the light field due to an area light source remains anninteresting problem in computer graphics. The paper presents a seriesnapproximation of the light field due to an unoccluded area source, bynexpanding the light field in spherical harmonics. The source can bennonuniform and need not be a planar polygon. The resulting formulas givenexpressions whose cost and accuracy can be chosen between the exact andnexpensive Lambertian solution for a diffuse polygon, and the fast butninexact method of replacing the area source by a point source of equalnpower. The formulas break the computation of the light vector into twonphases: the first phase represents the light source's shape andnbrightness with numerical coefficients, and the second uses thesencoefficients to compute the light field at arbitrary locations. Thenauthor examines the accuracy of the formulas for spherical andnrectangular Lambertian sources, and applies them to obtain lightngradients. The author also shows how to use the formulas to estimatenlight from uniform polygonal sources, sources with polynomially varyingnradiosity, and luminous textures
机译:计算由于面光源引起的光场仍然是计算机图形学中一个有趣的问题。本文通过将光场扩展为球谐函数,给出了由于一个未被遮挡的面光源而产生的一系列光场近似。源可以是非均匀的,并且不必是平面多边形。给出的表达式所给出的表达式的成本和精度可以在精确的和昂贵的扩散多边形的Lambertian解之间选择,也可以通过用等幂的点源替换面积源的快速按钮生成。这些公式将光矢量的计算分为两个阶段:第一个阶段用数值系数表示光源的形状和亮度,第二个阶段使用灵敏度系数来计算任意位置的光场。然后作者研究了球形和矩形朗伯源公式的准确性,并将其应用于获得轻梯度。作者还展示了如何使用这些公式来估算来自均匀多边形光源,辐射度呈多项式变化的光源和发光纹理的光线

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