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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media
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Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media

机译:基于梯度的插值和采样,用于非均匀,单散射介质的实时渲染

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摘要

We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient-based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real-time performance for dynamic lighting and scenes, Rendering results of our method are shown to be comparable to those from ray tracing.
机译:我们为不均匀的单一散射介质提供了一种实时渲染算法,该算法可以捕获所有频率的阴影效果,例如发光,光轴和体积阴影。该算法首先计算介质中少量采样点的源辐射度,然后使用基于梯度的方案将这些值插值到体积中的其他点上,该方案可通过样品喷涂有效地应用。样本点是基于递归样本拆分过程动态确定的,该过程调整了样本点的数量和位置,以在介质中准确有效地复制阴影变化。整个流水线可以轻松地在GPU上实现,以实现动态光照和场景的实时性能,我们的方法的渲染结果与光线跟踪的结果可比。

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