Precomputed multiple scattering for light simulation in participating medium

Beibei Wang, Nicolas Holzschuch
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引用次数: 5

Abstract

Illumination simulation involving participating media is computationally intensive. The overall aspect of the material depends on simulating a large number of scattering events inside the material. Combined, the contributions of these scattering events are a smooth illumination. Computing them using ray-tracing or photon-mapping algorithms is expensive: convergence time is high, and pictures before convergence are low quality (see Figure 1). In this paper, we precompute the result of multiple scattering events, assuming an infinite medium, and store it in two 4D tables. These precomputed tables can be used with many rendering algorithms, such as Virtual Ray Lights (VRL), Unified Point Beams and Paths (UPBP) or Manifold Exploration Metropolis Light Transport (MEMLT), greatly reducing the convergence time. The original algorithm takes care of low order scattering (single and double scattering), while our precomputations are used for multiple scattering (more than two scattering events).
参与介质中光模拟的预计算多重散射
涉及参与介质的照明模拟是计算密集型的。材料的整体方面取决于模拟材料内部的大量散射事件。综合起来,这些散射事件的贡献是一个平滑的照明。使用光线追踪或光子映射算法计算它们是昂贵的:收敛时间高,收敛前的图像质量低(见图1)。在本文中,我们假设无限介质,预先计算多个散射事件的结果,并将其存储在两个4D表中。这些预计算表可用于许多渲染算法,如虚拟光线(VRL)、统一点光束和路径(UPBP)或流形探索大都市光传输(MEMLT),大大缩短了收敛时间。原始算法考虑低阶散射(单次和双次散射),而我们的预计算用于多次散射(两次以上散射事件)。
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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