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Method and apparatus for computing direct lighting for global illumination rendering in 3-D computer graphics

机译:用于在3D计算机图形中为全局照明渲染计算直接照明的方法和设备

摘要

A method and apparatus for computing direct lighting in a scene is described. For a sparse set of points in the scene, occlusion information for the points and each of one or more light sources may be computed and stored. For all other surface points in the scene, nearby sample points are examined to determine if their occlusion information agrees. For any light source for which nearby sample points do not agree, lighting computation may be performed, e.g. by the casting of shadow rays. Such areas comprise regions in penumbra or shadow boundaries. For all other regions, it is assumed that they are fully lit or fully occluded, and thus the casting of shadow rays can be avoided.
机译:描述了一种用于计算场景中的直接照明的方法和设备。对于场景中的一组稀疏点,可以计算并存储这些点的遮挡信息以及一个或多个光源中的每个光源。对于场景中的所有其他表面点,将检查附近的采样点以确定它们的遮挡信息是否一致。对于附近的采样点不一致的任何光源,可以执行照明计算,例如照明。通过投射阴影射线。这些区域包括半影或阴影边界中的区域。对于所有其他区域,假定它们被完全照亮或被完全遮挡,因此可以避免投射阴影射线。

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