Wavelet encoding of BRDFs for real-time rendering

L. Claustres, L. Barthe, M. Paulin
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引用次数: 14

Abstract

Acquired data often provides the best knowledge of a material's bidirectional reflectance distribution function (BRDF). Its integration into most real-time rendering systems requires both data compression and the implementation of the decompression and filtering stages on contemporary graphics processing units (GPUs). This paper improves the quality of real-time per-pixel lighting on GPUs using a wavelet decomposition of acquired BRDFs. Three-dimensional texture mapping with indexing allows us to efficiently compress the BRDF data by exploiting much of the coherency between hemispherical data. We apply built-in hardware filtering and pixel shader flexibility to perform filtering in the full 4D BRDF domain. Anti-aliasing of specular highlights is performed via a progressive level-of-detail technique built upon the multiresolution of the wavelet encoding. This technique increases rendering performance on distant surfaces while maintaining accurate appearance of close ones.
实时绘制brdf的小波编码
获得的数据通常提供了材料双向反射分布函数(BRDF)的最佳知识。将其集成到大多数实时渲染系统中既需要数据压缩,也需要在现代图形处理单元(gpu)上实现解压缩和过滤阶段。本文通过对采集到的brdf进行小波分解,提高了gpu上实时逐像素照明的质量。带索引的三维纹理映射使我们能够利用半球形数据之间的一致性来有效地压缩BRDF数据。我们应用内置的硬件过滤和像素着色器灵活性来执行全4D BRDF域的过滤。反锯齿的镜面高光是通过一个渐进的细节水平技术建立在小波编码的多分辨率执行。这种技术提高了远距离表面的渲染性能,同时保持了近距离表面的准确外观。
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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