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Real-time Rendering of Dynamic Scenes under All-frequency Lighting using Integral Spherical Gaussian

机译:使用积分球高斯在全频照明下实时渲染动态场景

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We propose an efficient rendering method for dynamic scenes under all-frequency environmental lighting. To render the surfaces of objects illuminated by distant environmental lighting, the triple product of the lighting, the visibility function and the BRDF is integrated at each shading point on the surfaces. Our method represents the environmental lighting and the BRDF with a linear combination of spherical Gaussians, replacing the integral of the triple product with the sum of the integrals of spherical Gaussians over the visible region of the hemisphere. We propose a new form of spherical Gaussian, the integral spherical Gaussian, that enables the fast and accurate integration of spherical Gaussians with various sharpness over the visible region on the hemisphere. The integral spherical Gaussian simplifies the integration to a sum of four pre-integrated values, which are easily evaluated on-the-fly. With a combination of a set of spheres to approximate object geometries and the integral spherical Gaussian, our method can render object surfaces very efficiently. Our GPU implementation demonstrates realtime rendering of dynamic scenes with dynamic viewpoints, lighting, and BRDFs.
机译:我们提出了一种在全频环境光照下动态场景的有效渲染方法。为了使物体的表面被远处的环境照明所照亮,照明,可见度函数和BRDF的三元积被集成在表面上的每个阴影点。我们的方法用球形高斯的线性组合表示环境照明和BRDF,用球高斯在整个半球可见区域的积分之和代替三乘积的积分。我们提出了一种新形式的球形高斯函数,即积分球形高斯函数,它可以在半球的可见区域上快速准确地集成具有各种清晰度的球形高斯函数。积分球高斯将积分简化为四个预积分值的总和,这些值可以随时进行轻松评估。通过将一组近似于对象几何形状的球体和整体球形高斯组合起来,我们的方法可以非常有效地渲染对象表面。我们的GPU实现演示了使用动态视点,照明和BRDF实时渲染动态场景。

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