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Method and apparatus for computing indirect 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间接照明的方法和设备

摘要

A method and apparatus for diffuse indirect lighting computation in a scene is described. An irradiance caching algorithm may be implemented in an indirect lighting module that sparsely computes irradiance in the environment and then interpolates irradiance values between these sparsely computed points. The method for diffuse indirect lighting computation may use cosine weighting in determining nearby sample irradiance points to be used in interpolation. If an object detected by a ray is directly overhead, embodiments may assume a significant amount of occlusion or indirect illumination of that surface point, and thus may weight the ray more heavily. If an object is off to the side, and thus at a shallow angle to a normal of the surface point under test, the ray is given less weight. By using cosine weighting, the indirect lighting module tends to space out sample irradiance points better around edges and cracks than conventional techniques.
机译:描述了一种用于场景中的漫射间接照明计算的方法和设备。辐照度缓存算法可以在间接照明模块中实现,该模块可以稀疏地计算环境中的辐照度,然后在这些稀疏计算的点之间插入辐照度值。用于漫射间接照明计算的方法可以使用余弦加权来确定要在插值中使用的附近样本辐照度点。如果由射线检测到的物体直接在头顶上方,则实施例可以假定该表面点的大量遮挡或间接照明,因此可以使射线更重。如果物体偏离侧面,因此与被测表面点的法线成浅角度,则射线的权重较小。通过使用余弦加权,与常规技术相比,间接照明模块倾向于在边缘和裂缝周围更好地隔开样本辐照点。

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