Screen Space Approximate Gaussian Hulls

Julian Meder, B. Brüderlin
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Abstract

The Screen Space Approximate Gaussian Hull method presented in this paper is based on an output sensitive, adaptive approach, which addresses the challenge of high quality rendering even for high resolution displays and large numbers of light sources or indirect lighting. Our approach uses dynamically sparse sampling of the light information on a low-resolution mesh approximated from screen space and applying these samples in a deferred shading stage to the full resolution image. This preserves geometric detail unlike common approaches using lower resolution rendering combined with upsampling strategies. The light samples are expressed by spherical Gaussian distribution functions, for which we found a more precise closed form integration compared to existing approaches. Thus, our method does not exhibit the quality degradation shown by previously proposed approaches and we show that the implementation is very efficient. Moreover, being an output sensitive approach, it can be used for massive scene rendering without additional cost.
屏幕空间近似高斯壳
本文提出的屏幕空间近似高斯Hull方法基于输出敏感的自适应方法,该方法解决了高分辨率显示器和大量光源或间接照明的高质量渲染的挑战。我们的方法使用从屏幕空间近似的低分辨率网格上对光线信息进行动态稀疏采样,并在延迟着色阶段将这些样本应用于全分辨率图像。这保留了几何细节,不像使用低分辨率渲染结合上采样策略的常见方法。光样本用球面高斯分布函数表示,与现有方法相比,我们发现了更精确的封闭形式积分。因此,我们的方法不会出现以前提出的方法所显示的质量下降,并且我们表明实现是非常有效的。此外,作为一种输出敏感的方法,它可以用于大规模的场景渲染,而无需额外的成本。
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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