Accurate analytic approximations for real-time specular area lighting

P. Lecocq, A. Dufay, G. Sourimant, Jean-Eudes Marvie
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Abstract

We introduce analytic approximations for accurate real-time rendering of specular surfaces lit by area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the rendering of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and evaluating the integral in constant time using simple peak shape functions. To overcome the Phong restriction, we propose a low cost edge splitting strategy that accounts for the spherical warp introduced by the half vector parametrization. Thanks to this novel extension, we accurately approximate common microfacet BRDFs, providing the first practical method producing specular stretches that closely match ground truth image references in real-time. Finally, using the same approximation framework, we introduce support for spherical and disc area light sources, based on an original polygon spinning method supporting non-uniform scaling operations and horizon clipping. Implemented on a GPU, our method achieves real-time performances without any assumption on area light shape nor surface roughness, with a quality close to the ground truth.
精确的分析近似实时镜面区域照明
我们引入了解析近似,用于精确实时渲染由区域光源照亮的镜面。我们的解决方案利用了Arvo开发的辐照张量,用于渲染由多边形光源照亮的Phong表面。利用一维边界边缘积分的重新表述,我们建立了一个用简单峰形函数在常数时间内近似和计算积分的一般框架。为了克服Phong限制,我们提出了一种低成本的边缘分割策略,该策略考虑了由半矢量参数化引入的球面弯曲。由于这种新颖的扩展,我们可以准确地近似常见的microfacet brdf,提供了第一种实用的方法,可以实时产生与地面真实图像参考密切匹配的镜面拉伸。最后,在支持非均匀缩放操作和水平裁剪的原始多边形旋转方法的基础上,使用相同的近似框架引入了对球形和圆盘面积光源的支持。该方法在GPU上实现,无需对面积光形状和表面粗糙度进行任何假设,即可实现实时性能,质量接近地面真实。
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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