Master-element vector irradiance for large tessellated models

Grégory Lecot, B. Lévy, Laurent Alonso, J. Paul
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引用次数: 15

Abstract

We propose a new global light simulation method for diffuse (or moderately glossy) scenes comprising highly tesselated models with simple topology (e.g., scanned meshes). By using the topological coherence of the surface, we show how to extend a classic Finite Element method called the Master Element: We generalize this method to efficiently handle tessellated models by using mesh parameterization and mesh extrapolation techniques. In addition, we propose a high-order and hierarchical extension of the Master Element method. Our method computes a compact representation of vector irradiance, represented by high-order wavelet bases. For totally diffuse scenes, the so-computed vector irradiance maps can be transformed into light maps. For moderatly glossy scenes, approximated view-dependent lighting can be computed and displayed in real-time by the GPU from the vector irradiance maps. Using our methods, view-dependent solutions for scenes with over one million polygons are computed in minutes and displayed in real time. As with clustering methods, the time complexity of the method is independent on the number of polygons. By efficiently capturing the lighting signal at a suitable scale, the method is made independent of the geometric discretization and solely depends on the lighting complexity. We demonstrate our method in various settings, with both sharp and soft shadows accurately represented by our hierarchical function basis.
大型镶嵌模型的主元素矢量辐照度
我们提出了一种新的全局光模拟方法,用于漫射(或中等光泽)场景,包括具有简单拓扑(例如扫描网格)的高度镶嵌模型。通过使用表面的拓扑一致性,我们展示了如何扩展称为主单元的经典有限元方法:我们推广了这种方法,通过使用网格参数化和网格外推技术有效地处理镶嵌模型。此外,我们提出了主元素方法的高阶、分层扩展。我们的方法计算由高阶小波基表示的矢量辐照度的紧凑表示。对于完全漫射的场景,这样计算的矢量辐照度图可以转换为光图。对于中等光泽的场景,可以通过GPU从矢量辐照度图中计算和实时显示近似的视图依赖照明。使用我们的方法,具有超过一百万个多边形的场景的视图相关解决方案在几分钟内计算出来并实时显示。与聚类方法一样,该方法的时间复杂度与多边形的数量无关。该方法不需要几何离散化,只依赖于光照复杂度,可以有效地捕获合适尺度的光照信号。我们在各种设置中演示了我们的方法,用我们的分层函数基础准确地表示了尖锐和柔和的阴影。
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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