Frequency Based Radiance Cache for Rendering Animations

Renaud Adrien Dubouchet, Laurent Belcour, D. Nowrouzezahrai
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引用次数: 4

Abstract

We propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling rates across an animation using a samples cache. To do so, we derive frequency bandwidths that account for the complexity of distant lights, visibility, BRDF, and temporal coherence during animation. We finaly apply a cross-bilateral filter when rendering our final images from sparse sets of shading points placed according to our frequency-based oracles (generally < 25% of the pixels, per frame).
基于频率的渲染动画亮度缓存
我们提出了一种方法来渲染动画序列与直接远照明,只阴影总像素的一小部分。我们利用基于频率的光传输分析来确定使用样本缓存的动画中的阴影和图像采样率。为此,我们推导了频率带宽,该带宽考虑了动画过程中远处光线、能见度、BRDF和时间一致性的复杂性。当我们根据基于频率的预测(通常< 25%的像素,每帧)从稀疏的阴影点集渲染最终图像时,我们最终应用一个交叉双边过滤器。
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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