Radiance cache splatting: a GPU-friendly global illumination algorithm

Pascal Gautron, Jaroslav Křivánek, K. Bouatouch, S. Pattanaik
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引用次数: 84

Abstract

Fast global illumination computation is a challenge in several fields such as lighting simulation and computergenerated visual effects for movies. To this end, the irradiance caching algorithm is commonly used since it provides high-quality rendering in a reasonable time. However this algorithm relies on a spatial data structure in which nearest-neighbors queries and data insertions are performed alternately within a single rendering step. Due to this central and permanently modified data structure, the irradiance caching algorithm cannot be easily implemented on graphics hardware. This paper proposes a novel approach to global illumination using irradiance and radiance cache: the radiance cache splatting. This method directly meets the processing constraints of graphics hardware since it avoids the need of complex data structure and algorithms. Moreover, the rendering quality remains identical to classical irradiance and radiance caching. Our renderer shows an implementation of our algorithm which provides a significant speedup compared to classical irradiance caching.
亮度缓存飞溅:一个gpu友好的全局照明算法
快速全局照明计算是照明模拟和计算机生成电影视觉效果等多个领域面临的挑战。为此,通常使用辐照度缓存算法,因为它可以在合理的时间内提供高质量的渲染。然而,该算法依赖于一种空间数据结构,其中最近邻查询和数据插入在单个呈现步骤中交替执行。由于这种中心和永久修改的数据结构,辐照度缓存算法不容易在图形硬件上实现。本文提出了一种利用辐照度和辐照度缓存实现全局照明的新方法:辐照度缓存溅射。该方法避免了复杂的数据结构和算法,直接满足了图形硬件的处理约束。此外,渲染质量仍然与经典的亮度和亮度缓存相同。我们的渲染器展示了我们的算法的实现,与经典的亮度缓存相比,它提供了显著的加速。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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