Homomorphic factorization of BRDF-based lighting computation

Lutz Latta, A. Kolb
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引用次数: 61

Abstract

Several techniques have been developed to approximate Bidirectional Reflectance Distribution Functions (BRDF) with acceptable quality and performance for realtime applications. The recently published Homomorphic Factorization by McCool et al. is a general approximation approach that can be used with various setups and for different quality requirements.In this paper we propose a new technique based on the Homomorphic Factorization. Instead of approximating the BRDF, our technique factorizes the full lighting computation of an isotropic BRDF in a global illumination scenario. With this method materials in complex lighting situations can be simulated with only two textures by using commonly available computation capabilities of current graphics hardware.The new technique can also be considered as a generalized approach to several environment map prefiltering techniques. Existing prefiltering techniques are usually limited to specific BRDFs or require advanced hardware capabilities like 3D texturing. With the factorization only common 2D textures are required.
基于brdf的照明计算的同态分解
已经开发了几种近似双向反射分布函数(BRDF)的技术,具有可接受的质量和性能,用于实时应用。McCool等人最近发表的同态因子分解是一种通用的近似方法,可用于各种设置和不同的质量要求。本文提出了一种基于同态分解的新技术。我们的技术不是近似BRDF,而是在全局照明场景中对各向同性BRDF进行全照明计算。该方法可以利用当前图形硬件的通用计算能力,仅用两种纹理模拟复杂光照条件下的材料。新技术也可以看作是几种环境映射预滤波技术的一种推广方法。现有的预滤波技术通常仅限于特定的brdf或需要高级硬件功能,如3D纹理。通过分解,只需要常见的2D纹理。
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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