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Rasterisation-based progressive photon mapping

机译:基于光谱的渐进式光子映射

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Ray tracing on the GPU has been synergistically operating alongside rasterisation in interactive rendering engines for some time now, in order to accurately capture certain illumination effects. In the same spirit, in this paper, we propose an implementation of progressive photon mapping entirely on the rasterisation pipeline, which is agnostic to the specific GPU architecture, in order to synthesise images at interactive rates. While any GPU ray tracing architecture can be used for photon mapping, performing ray traversal in image space minimises acceleration data structure construction time and supports arbitrarily complex and fully dynamic geometry. Furthermore, this strategy maximises data structure reuse by encompassing rasterisation, ray tracing and photon gathering tasks in a single data structure. Both eye and light paths of arbitrary depth are traced on multi-view deep G-buffers, and photon flux is gathered by a properly adapted multi-view photon splatting. In contrast to previous methods exploiting rasterisation to some extent, due to our novel indirect photon splatting approach, any event combination present in photon mapping is captured. We evaluate our method using typical test scenes and scenarios for photon mapping methods and show how our approach outperforms typical GPU-based progressive photon mapping.
机译:GPU上的射线跟踪在互动渲染引擎中伴随着互动渲染发动机的一段时间,以便准确捕获某些照明效果。在同一精神中,在本文中,我们提出了完全在光栅化管道上的渐进光子映射的实现,这对于特定的GPU架构不可知,以便以交互式速率合成图像。虽然任何GPU射线跟踪架构都可用于光子映射,但在图像空间中执行射线遍历最小化加速度数据结构施工时间并支持任意复杂和完全动态的几何形状。此外,该策略通过包含在单个数据结构中的光栅化,光线跟踪和光子收集任务来最大化数据结构重用。任意深度的眼睛和光路都在多视图深沟缓冲器上追踪,并且通过适当适应的多视图光子分裂来聚集光子通量。与之前的方法相比,由于我们的新颖间接光子分裂方法,因此捕获了光子映射中存在的任何事件组合。我们使用典型的测试场景和情景来评估光子映射方法的方法,并展示我们的方法如何优于基于GPU的逐步光子映射。

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