Multi-pass pipeline rendering: realism for dynamic environments

P. Diefenbach, N. Badler
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引用次数: 90

Abstract

A coordinated use of hardwareprovided bltplanes and rendering pipelines can create fast ray traced quality illumination effects for dynamic environments by using Multi-pass Pipeline Rendering (MPR) techniques. We provide recttrsive reflections and refractions through the use of secondary viewpoints and projective image mapping. We extend the traditional use of shadow volumes to provide global direct illumination effects which fit into our recursive viewpoint paradiim. Hardware surface shading is fit to a physicallybaaed BRDF to provide a better local model, and the framework permits incorporation of indirect illumination as well. Furthermore, material transmittance is approximated using an extension to projective textures. Together, these techniques provide a platform for producing realistic images in highly dynamic environments. While most appropriate for scenes which specular components contribute largely to the secondary illumination, the integration of MPR with indirect racliosity solutions also provides a dynamic solution for highly diffuse environments. These techniques are immediately applicable to areas such as walkthroughs, animation, and interactive dynamic environments to produce more realistic images in near real-time.
多通道管道渲染:动态环境的现实主义
通过使用多通道管道渲染(MPR)技术,协调使用硬件提供的bltplane和渲染管道可以为动态环境创建快速的光线跟踪质量照明效果。我们通过使用二次视点和投影图像映射提供反射反射和折射。我们扩展了传统的阴影体量的使用,以提供适合我们递归视点范例的全局直接照明效果。硬件表面遮阳适合基于物理的BRDF,以提供更好的局部模型,并且框架也允许合并间接照明。此外,材料透光率近似使用一个扩展到投影纹理。总之,这些技术为在高度动态的环境中产生逼真的图像提供了一个平台。虽然最适合于镜面组件对二次照明贡献很大的场景,但MPR与间接光度解决方案的集成也为高度漫射的环境提供了动态解决方案。这些技术可以立即应用于演练、动画和交互式动态环境等领域,以近乎实时地产生更逼真的图像。
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