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Real-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights

机译:使用球面光源的动态场景中的实时间接照明和柔和阴影

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摘要

We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes. The proposed method approximates the original scene geometry with a set of tightly fitting spheres. In previous work, such spheres have been used to dynamically evaluate the visibility function to render soft shadows. In this paper, each sphere also acts as a low-frequency secondary light source, thereby providing diffuse one-bounce indirect illumination. The method is completely dynamic and proceeds in two passes: In a first pass, the light intensity distribution on each sphere is updated based on sample points on the corresponding object surface and converted into the spherical harmonics basis. In a second pass, this radiance information and the visibility are accumulated to shade final image pixels. The sphere approximation allows us to compute visibility and diffuse reflections of an object at interactive frame rates of over 20 fps for moderately complex scenes.
机译:我们提出了一种在动态场景中渲染近似软阴影和漫反射间接照明的方法。所提出的方法使用一组紧密拟合的球体近似原始场景的几何形状。在以前的工作中,此类球体已用于动态评估可见性函数以渲染柔和阴影。在本文中,每个球体还充当低频辅助光源,从而提供漫反射的一反射间接照明。该方法是完全动态的,分两步进行:在第一遍中,基于相应对象表面上的采样点更新每个球体上的光强度分布,并将其转换为球谐函数。在第二遍中,该辐射信息和可见性被累加以遮蔽最终图像像素。球面近似使我们能够为中等复杂场景以超过20 fps的交互式帧速率计算对象的可见性和漫反射。

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