Image space gathering

A. Robison, P. Shirley
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引用次数: 29

Abstract

Soft shadows, glossy reflections and depth of field are valuable effects for realistic rendering and are often computed using distribution ray tracing (DRT). These "blurry" effects often need not be accurate and are sometimes simulated by blurring an image with sharper effects, such as blurring hard shadows to simulate soft shadows. One of the most effective examples of such a blurring algorithm is percentage closer soft shadows (PCSS). That technique, however, does not naturally extend to shadows generated in image space, such as those computed by a ray tracer, nor does it extend to glossy reflections or depth of field. This limitation can be overcome by generalizing PCSS to be phrased in terms of a gather from image space textures implemented with cross bilateral filtering. This paper demonstrates a framework to create visually compelling and phenomenologically accurate approximations of DRT effects based on repeatedly gathering from bilaterally weighted image space texture samples. These gathering and filtering operations are well supported by modern parallel architectures, enabling this technique to run at interactive rates.
图像空间采集
柔和的阴影,光滑的反射和景深是有价值的逼真渲染效果,通常使用分布光线追踪(DRT)计算。这些“模糊”效果通常不需要精确,有时通过用更清晰的效果模糊图像来模拟,例如模糊硬阴影来模拟软阴影。这种模糊算法最有效的例子之一是百分比接近软阴影(PCSS)。然而,这种技术并不能自然地扩展到图像空间中产生的阴影,比如那些由光线追踪器计算的阴影,也不能扩展到光滑反射或景深。这一限制可以通过将PCSS推广为使用交叉双边滤波实现的图像空间纹理的集合来克服。本文展示了一个框架,该框架基于从双边加权图像空间纹理样本中反复收集,创建视觉上引人注目和现象学上准确的DRT效果近似。现代并行体系结构很好地支持这些收集和过滤操作,使该技术能够以交互速率运行。
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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