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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >Accurate Translucent Material Rendering under Spherical Gaussian Lights
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Accurate Translucent Material Rendering under Spherical Gaussian Lights

机译:球形高斯光下的精确半透明材质渲染

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摘要

In this paper we present a new algorithm for accurate rendering of translucent materials under Spherical Gaussian (SG) lights. Our algorithm builds upon the quantized-diffusion BSSRDF model recently introduced in [dI11]. Our main contribution is an efficient algorithm for computing the integral of the BSSRDF with an SG light. We incorporate both single and multiple scattering components. Our model improves upon previous work by accounting for the incident angle of each individual SG light. This leads to more accurate rendering results, notably elliptical profiles from oblique illumination. In contrast, most existing models only consider the total irradiance received from all lights, hence can only generate circular profiles. Experimental results show that our method is suitable for rendering of translucent materials under finite-area lights or environment lights that can be approximated by a small number of SGs.
机译:在本文中,我们提出了一种在球形高斯(SG)光下精确渲染半透明材质的新算法。我们的算法基于[dI11]中最近引入的量化扩散BSSRDF模型。我们的主要贡献是使用SG光源计算BSSRDF积分的高效算法。我们结合了单个和多个散射成分。我们的模型通过考虑每个SG光的入射角来改进以前的工作。这将导致更准确的渲染结果,尤其是来自倾斜照明的椭圆轮廓。相反,大多数现有模型仅考虑从所有光接收的总辐照度,因此只能生成圆形轮廓。实验结果表明,我们的方法适用于有限区域光或环境光下的半透明材质的渲染,这些光可以由少量SG近似。

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