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A Light Hierarchy for Fast Rendering of Scenes with Many Lights

机译:快速渲染具有许多灯光的场景的灯光层次结构

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We introduce a new data structure in the form of a light hierarchy for efficiently ray-tracing scenes with many light sources. An octree is constructed with the point light sources in a scene. Each node represents all the light sources it contains by means of a virtual light source. We determine bounds on the error committed with this approximation to shade a point, both for the cases of diffuse and specular reflections. These bounds are then used to guide a hierarchical shading algorithm. If the current level of the light hierarchy provides shading of sufficient quality, the approximation is used, thus avoiding the cost of shading for all the light sources contained below this level. Otherwise the descent into the light hierarchy continues. Our approach has been implemented for scenes without occlusion. The results show important acceleration compared to standard ray-tracing (up to 90 times faster) and an important improvement compared to Ward's adaptive shadow testing.
机译:我们以光层次结构的形式介绍了一种新的数据结构,以有效地跟踪具有许多光源的场景。使用场景中的点光源构造八叉树。每个节点通过虚拟光源表示其包含的所有光源。在漫反射和镜面反射的情况下,我们都确定了用这种近似来掩盖点的误差范围。这些边界然后用于指导分层着色算法。如果光等级的当前级别提供足够质量的阴影,则使用近似值,从而避免为此级别以下包含的所有光源的阴影成本。否则,继续下降到光层次。我们的方法已针对没有遮挡的场景实施。结果表明,与标准光线跟踪相比,加速度要高得多(快90倍),而与Ward的自适应阴影测试相比,则是重要的改进。

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