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Light beam tracing for multi-bounce specular and glossy transport paths

机译:用于多次反射镜面和光泽传输路径的光束跟踪

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摘要

Light beam tracing is an e cient rendering algorithm for simulating caustics,the envelopes of light that are scattered from shiny curved surfaces and focussedinto lines or spots of concentrated light. Light beam tracing is e cientfor rendering caustics because the algorithm is able to exploit the coherencyof the transport paths within an envelope of light. However, light beamtracing rendering algorithms found in the literature only support mirror-likespecular surface interactions. Therefore, there is motive for extending lightbeam tracing to include more realistic roughened specular and other glossysurfaces while maintaining the e ciency of the rendering algorithm.This thesis rst o ers a conjecture on how to extend light beam tracing toinclude glossy surface interactions. The glossy bidirectional reectance distributionfunction (BRDF) that is required to support the conjecture is thenderived and shown to be physically plausible. Following from the conjecturea new extension to light beam tracing that allows glossy surface interactionsfor more realistic rendering of caustics is formulated.Gauss' divergence theorem is used to replace the irradiance surface integralof the lighting equation with a more e cient boundary line integral. Thissolution is also shown to be reusable for all-frequency interactions althoughmore work is required to complete the derivations.Finally, multi-bounce glossy light beam tracing is demonstrated whichfurther extends the application domain of glossy light beam tracing. Thenew rendering algorithm is shown to be a good alternative for renderingsingle-bounce and multi-bounce caustics due to specular as well as glossysurfaces. The expectation is that the irradiance solution would also in futurebe useful for more general applications.
机译:光束跟踪是一种有效的渲染算法,用于模拟焦散,该焦散是从发亮的弯曲表面散射并聚焦到聚光的线或点中的光的包络。光束跟踪可以有效地渲染焦散,因为该算法能够利用光包络内传输路径的相干性。但是,文献中发现的光束跟踪渲染算法仅支持类似镜面的镜面相互作用。因此,在保持渲染算法效率的同时,有动机将光束跟踪扩展到包括更逼真的粗糙镜面和其他光泽表面。本文首先对如何扩展光束跟踪以包括光滑表面相互作用进行了推测。然后推导支持该猜想所需的有光泽的双向反射分布函数(BRDF),并显示出物理上的合理性。在推测之后,对光束跟踪进行了新的扩展,从而允许进行光滑的表面交互作用,从而更真实地绘制焦散。使用高斯发散定理,用更有效的边界线积分代替照明方程的辐照面积分。尽管需要更多的工作来完成推导,但该解决方案还被证明可用于全频交互。最后,演示了多反射光泽光束跟踪,进一步扩展了光泽光束跟踪的应用领域。新的渲染算法被证明是渲染单反射和多反射焦散的一个很好的选择,因为它具有镜面和光泽表面。期望辐照度解决方案将来还将对更一般的应用有用。

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  • 作者

    Duvenhage, Bernardt;

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  • 年度 2015
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  • 原文格式 PDF
  • 正文语种 en
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