Interactive Indirect Illumination Using Mipmap-based Ray Marching and Local Means Replaced Denoising

Bo Zhang, Kyoungsu Oh
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引用次数: 1

Abstract

An interactive, one-bounce, and indirect illumination algorithm, which considers indirect visibility, is introduced. First, a ray marching algorithm (MRM), which is based on a 3D mipmap hierarchy structure generated by voxelizing the scene to accelerate the ray-voxel intersection, is used. Second, the indirect images are denoised by iterating an improved, edge-avoiding filtering with a local means replacement (LMR) method. The implementation demonstrates that our solutions can efficiently generate high-quality global illumination images even in a fully dynamic scene.
使用基于mipmap的光线推进和局部方法替代去噪的交互间接照明
提出了一种考虑间接可视性的交互式单弹间接照明算法。首先,采用射线推进算法(MRM),该算法基于场景体素化生成的三维mipmap层次结构来加速射线与体素的相交。其次,使用局部均值替换(LMR)方法迭代改进的边缘避免滤波,对间接图像进行去噪。实践表明,即使在完全动态的场景中,我们的解决方案也可以有效地生成高质量的全局照明图像。
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