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Fast Ray-Scene Intersection for Interactive Shadow Rendering with Thousands of Dynamic Lights

机译:用于交互式阴影渲染的快速射线场景交叉点,呈现成千上万的动态灯

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We present a method for the fast computation of the intersection between a ray and the geometry of a scene. The scene geometry is simplified with a 2D array of voxelizations computed from different directions, sampling the space of all possible directions. The 2D array of voxelizations is compressed using a vector quantization approach. The ray-scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. The voxelization row that contains the ray is looked up, the row is truncated to the extent of the ray using bit operations, and a truncated row with non-zero bits indicates that the ray intersects the scene. We support dynamic scenes with rigidly moving objects by building a separate 2D array of voxelizations for each type of object, and by using the same 2D array of voxelizations for all instances of an object type. We support complex dynamic scenes and scenes with deforming geometry by computing and rotating a single voxelization on the fly. We demonstrate the benefits of our method in the context of interactive rendering of scenes with thousands of moving lights, where we compare our method to ray tracing, to conventional shadow mapping, and to imperfect shadow maps.
机译:我们提出了一种方法,用于快速计算光线与场景的几何形状之间的交叉点。使用从不同方向计算的2D体曲线阵列,从不同方向计算的2D阵列进行简化,从而采样所有可能的方向的空间。使用矢量量化方法压缩2D体曲线阵列。射线场景交叉点近似使用其行与光线最紧密对齐的体曲线。查找包含光线的Voxelization行,使用比特操作截断到光线的范围,并且具有非零位的截断行表示光线与场景相交。我们支持使用刚性移动对象的动态场景,通过为每种类型的对象构建一个单独的2D体曲线,以及通过对象类型的所有实例使用相同的2D体曲线zoxelizations。我们通过计算和旋转一瞬间,通过计算和旋转单个体轴来支持复杂的动态场景和场景。我们在具有数千个移动灯的场景中的互动渲染的背景下展示了我们的方法的好处,我们将我们的方法进行射线跟踪,传统的影子映射以及不完美的阴影映射。

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