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Multiresolution image-space rendering for interactive global illumination

机译:交互式全局照明的多分辨率图像空间渲染

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摘要

Global illumination adds tremendous visual richness to rendered images. Unfortunately, such illumination proves quite costly to compute, and is therefore often coarsely approximated by interactive applications, or simply omitted altogether. Global illumination is often quite low-frequency, aside from sharp changes at discontinuities. This thesis describes three novel multiresolution image-space methods that exploit this characteristic to accelerate rendering speeds. These techniques run completely on the GPU at interactive rates and require no precomputation, allowing fully dynamic lighting, geometry, and camera.The first approach, multiresolution splatting, is a novel multiresolution method for rendering indirect illumination. This work extends reflective shadow maps, an image space method that splats contributions from secondary light sources into eye-space. Splats are refined into multiresolution patches, rendering indirect contributions at low resolution where lighting changes slowly and at high resolution near discontinuities; this greatly reduces GPU fill rate and enhances performance.The second method, image space radiosity, significantly improves the performance of multiresolution splatting, introducing an efficient stencil-based parallel refinement technique. This method also adapts ideas from object-space hierarchical radiosity methods to image space, introducing two adaptive sampling methods that allow much finer sampling of the reflective shadow map where needed. These modifications significantly improve temporal coherence while maintaining performance.The third approach adapts these techniques to accelerate the rendering of direct illumination from large area light sources. Visibility is computed using a coarse screen-space voxelization technique, allowing binary visibility queries using ray marching. This work also proposes a new incremental refinement method that considers both illumination and visibility variations. Both diffuse and non-diffuse surfaces are supported, and illumination can vary over the surface of the light, enabling dynamic content such as video screens.
机译:全局照明增加巨大视觉丰富到渲染图像。不幸的是,这样的照明证明相当昂贵的计算,并因此经常粗略由交互式应用近似,或简单地完全省去。全局照明往往是相当低的频率,除了在不连续的急剧变化。本文介绍了利用这一特性来加快渲染速度的三种新型多分辨率图像空间的方法。这些技术在GPU上以交互式速率来完全运行,并且不需要预先计算,允许充分的动态照明,几何形状和camera.The第一方法中,多分辨率泼洒,是用于呈现间接照明的新颖多分辨率方法。这项工作延伸反射阴影图,图像空间方法,从二次光源提示图标的贡献成眼部 - 空间。提示图标被提炼成多分辨率的补丁,呈现在低分辨率其中照明缓慢,在靠近间断高分辨率改变间接贡献;这大大降低了GPU填充速率和增强performance.The第二方法中,图像的空间辐射度,显著提高多分辨率泼洒的性能,引入有效的基于模版平行细化技术。这种方法也适应从对象空间分层光能传递方法的图像空间的想法,引入两个自适应采样方法,使反射阴影映射在需要的更精细的采样。这些修饰显著改善的时间相干性,同时保持performance.The第三种方法适应这些技术加速直接照明的从大面积光源的渲染。可视性使用粗屏幕空间体素化技术来计算,从而允许使用光线跟踪二进制能见度查询。这项工作还提出,考虑了照明和可视性的变化的新的增量细化方法。两个漫射和非扩散表面被支撑,并且可照明的光的表面上变化,使动态内容,诸如视频屏幕。

著录项

  • 作者

    Gregory Boyd Nichols;

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  • 年度 -1
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  • 原文格式 PDF
  • 正文语种 eng
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