Non-diffuse effects for point-based global illumination

Beibei Wang, Xiangxu Meng, T. Boubekeur
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Abstract

Point-Based Global Illumination (PBGI) [2008] is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh-less hierarchical data structure during a pre-process, while solving for visibility over this cache, at rendering time and for each receiver, using microbuffers, which are localized depth and color buffer inspired from real time rendering environments. As a result, noise free ambient occlusion, indirect soft shadows and color bleeding effects are computed efficiently for high resolution image output and in a temporally coherent fashion. We propose an evolution of this method to address the case of non-diffuse inter-reflections and refractions using wavelets instead of spherical harmonics (see Fig. 1). We also propose a new importance-driven adaptive microbuffer model to capture accurately incoming radiance at a point. Furthermore, we evaluate outgoing radiance using a fast wavelet radiance product, containing the memory footprint by encoding hierarchically the wavelets tree.
基于点的全局照明的非漫射效果
基于点的全局照明(Point-Based Global Illumination, PBGI)[2008]是一种在特效和电影制作中非常流行的渲染方法。该算法通过在预处理期间在无网格分层数据结构中缓存亮度来提供漫射全局照明解决方案,同时在渲染时和每个接收器上解决该缓存的可见性,使用微缓冲区,微缓冲区是受实时渲染环境启发的局部深度和颜色缓冲区。因此,无噪声环境遮挡,间接软阴影和颜色出血效果被有效地计算为高分辨率图像输出和在时间上一致的方式。我们提出了对该方法的改进,以解决使用小波代替球面谐波的非漫反射和折射情况(见图1)。我们还提出了一种新的重要性驱动的自适应微缓冲模型,以准确捕获某一点的入射辐射。此外,我们使用快速小波辐射积来评估外向辐射,通过分层编码小波树来包含内存占用。
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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