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A graphics processing unit based method for dynamic real-time global illumination

机译:基于图形处理单元的动态实时全局照明方法

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摘要

Real-time realistic image synthesis for virtual environments has been one of the most actively researchedudareas in computer graphics for over a decade. Images that display physically correct illumination of anudenvironment can be simulated by evaluating a multi-dimensional integral equation, called the renderingudequation, over the surfaces of the environment. Many global illumination algorithms such as pathtracing,udphoton mapping and distributed ray-tracing can produce realistic images but are generally unableudto cope with dynamic lighting and objects at interactive rates. It still remains one of most challengingudproblems to simulate physically correctly illuminated dynamic environments without a substantial preprocessingudstep.udIn this thesis we present a rendering system for dynamic environments by implementing a customizedudrasterizer for global illumination entirely on the graphics hardware, the Graphical ProcessingudUnit. Our research focuses on a parameterization of discrete visibility field for efficient indirect illuminationudcomputation. In order to generate the visibility field, we propose a CUDA-based (ComputeudUnified Device Architecture) rasterizer which builds Layered Hit Buffers (LHB) by rasterizing polygonsudinto multi-layered structural buffers in parallel. The LHB provides a fast visibility function for any directionudat any point. We propose a cone approximation solution to resolve an aliasing problem due toudlimited directional discretization. We also demonstrate how to remove structure noises by adapting anudinterleaved sampling scheme and discontinuity buffer. We show that a gathering method amortized withuda multi-level Quasi Mont Carlo method can evaluate the rendering equation in real-time.udThe method can realize real-time walk-through of a complex virtual environment that has a mixtureudof diffuse and glossy reflection, computing multiple indirect bounces on the fly. We show that our methodudis capable of simulating fully dynamic environments including changes of view, materials, lighting andudobjects at interactive rates on commodity level graphics hardware.
机译:十多年来,用于虚拟环境的实时逼真的图像合成一直是计算机图形学中最活跃的研究领域之一。可以通过评估环境表面上的多维积分方程(称为渲染不平衡)来模拟显示物理上正确的环境照明的图像。许多全局照明算法(例如路径跟踪, udphoton映射和分布式光线跟踪)可以生成逼真的图像,但通常无法以交互速率应对动态照明和对象。在没有大量预处理 udstep的情况下,模拟物理正确照明的动态环境仍然是最具挑战性的 udproblem之一。 ud在本文中,我们通过在图形硬件上完全实现用于全局照明的自定义 udrasterizer,为动态环境提供了一种渲染系统图形处理 udUnit。我们的研究集中在离散可见性场的参数化上,以实现有效的间接照明/计算。为了生成可见性字段,我们提出了一种基于CUDA(计算 udUnified设备体系结构)的栅格化器,该栅格化器通过将多边形 udin并行栅格化为多层结构缓冲区来构建分层命中缓冲区(LHB)。 LHB为任何方向任意点提供快速可见性功能。我们提出了锥近似解决方案,以解决由于无限的方向离散化引起的混叠问题。我们还演示了如何通过适应 udinterleaved采样方案和不连续缓冲区来消除结构噪声。我们证明了使用 uda多级拟蒙特卡洛方法摊销的收集方法可以实时评估渲染方程。 ud该方法可以实现具有混合 udof扩散的复杂虚拟环境的实时遍历。和有光泽的反射,可以动态计算多个间接反弹。我们证明了我们的方法能够在商品级图形硬件上以交互速率模拟完全动态的环境,包括视图,材质,照明和对象的变化。

著录项

  • 作者

    Yu I.;

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  • 年度 2012
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
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