Non-uniform Illumination Representation based on HDR Light Probe Sequences

Jian Hu, Tao Yu, L. Wang, Zhong Zhou, Wei Wu
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引用次数: 1

Abstract

This paper presents a method to represent the complicated illumination in the real world by using HDR light probe sequences. The illumination representations proposed in this paper employ non-uniform structure instead of uniform light field to simulate lighting with spatial and angular variation, which turns out to be more efficient and accurate. The captured illuminations are divided into direct and indirect parts that are modeled respectively. Both integrated with global illumination algorithm easily, the direct part is organized as an amount of clusters on a virtual plane, which can solve the lighting occlusion problem successfully, while the indirect part is represented as a bounding mesh with HDR texture. This paper demonstrates the technique that captures real illuminations for virtual scenes, and also shows the comparison with the renderings using traditional image based lighting.
基于HDR光探测序列的非均匀照明表示
本文提出了一种利用HDR光探测序列来表示现实世界中复杂光照的方法。本文提出的照明表示方法采用非均匀结构代替均匀光场来模拟具有空间和角度变化的照明,具有更高的效率和准确性。将捕获的光照分为直接部分和间接部分,分别进行建模。两者都很容易与全局照明算法相结合,将直接部分组织成虚拟平面上的多个簇,成功地解决了光照遮挡问题,而将间接部分表示为具有HDR纹理的边界网格。本文演示了捕获虚拟场景真实照明的技术,并与使用传统图像照明的渲染结果进行了比较。
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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