An improved illumination model for shaded display

T. Whitted
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引用次数: 61

Abstract

To accurately render a scene, global illumination information that affects the intensity of each pixel of the image must be known at the time the intensity is calculated. In a simplified form, this information is stored in a tree of “rays” extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources. The visible surface algorithm creates this tree for each pixel of the display and passes it to the shader. The shader then traverses the tree to determine the intensity of the light received by the viewer. Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction as well as the effects simulated by conventional shaders. Anti-aliasing is included as an integral part of the visibility calculations. Surfaces displayed include curved as well as polygonal surfaces.
一种改进的阴影显示照明模型
为了准确地渲染场景,必须在计算强度时知道影响图像每个像素强度的全局照明信息。以一种简化的形式,这些信息存储在“射线”树中,从观察者延伸到第一个表面,从那里延伸到其他表面和光源。可见表面算法为显示的每个像素创建这棵树,并将其传递给着色器。然后着色器遍历树以确定观看者接收到的光的强度。考虑到所有这些因素,使着色器能够准确地模拟真实的反射、阴影和折射,以及传统着色器模拟的效果。抗混叠是可见性计算的重要组成部分。显示的曲面包括曲面和多边形曲面。
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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