Including reflections in real-time voxel-based global illumination

IF 2.8 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Alejandro Cosin-Ayerbe, Gustavo Patow
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引用次数: 0

Abstract

Despite advances in rendering techniques, achieving high-quality real-time global illumination remains a significant challenge in Computer Graphics. While offline methods produce photorealistic lighting effects by accurately simulating light transport, real-time approaches struggle with the computational complexity of global illumination, particularly when handling dynamic scenes and moving light sources. Existing solutions often rely on precomputed data structures or approximate techniques, which either lack flexibility or introduce artifacts that degrade visual fidelity. In this work, we build upon previous research on a voxel-based real-time global illumination method to efficiently incorporate reflections and interreflections for both static and dynamic objects. Our approach leverages a voxelized scene representation, combined with a strategy for ray tracing camera-visible reflections, to ensure accurate materials while maintaining high performance. Key contributions include: (i) a high-quality material system capable of diffuse, glossy, and specular interreflections for both static and dynamic scene objects (ii) a highly-performant screen-space material model with a low memory consumption; and (iii) an open-source full implementation for further research and development. Our method outperforms state-of-the-art academic and industrial techniques, achieving higher quality and better temporal stability without requiring excessive computational resources. By enabling real-time global illumination with reflections, our work lays the foundation for more advanced rendering systems, ultimately moving closer to the visual fidelity of offline rendering while maintaining interactivity.

Abstract Image

包括基于体素的实时全局照明的反射
尽管渲染技术取得了进步,但在计算机图形学中实现高质量的实时全局照明仍然是一个重大挑战。虽然离线方法通过精确模拟光传输产生逼真的照明效果,但实时方法与全局照明的计算复杂性作斗争,特别是在处理动态场景和移动光源时。现有的解决方案通常依赖于预先计算的数据结构或近似技术,它们要么缺乏灵活性,要么引入降低视觉保真度的工件。在这项工作中,我们建立在先前基于体素的实时全局照明方法的研究基础上,有效地结合静态和动态物体的反射和互反射。我们的方法利用体素化场景表示,结合光线追踪相机可见反射的策略,以确保准确的材料,同时保持高性能。主要贡献包括:(i)一个高质量的材料系统,能够对静态和动态场景对象进行漫反射、光滑和镜面互反射;(ii)一个高性能的屏幕空间材料模型,具有低内存消耗;(iii)为进一步的研究和开发提供一个开源的全面实现。我们的方法优于最先进的学术和工业技术,在不需要过多计算资源的情况下实现更高的质量和更好的时间稳定性。通过启用具有反射的实时全局照明,我们的工作为更高级的渲染系统奠定了基础,最终在保持交互性的同时更接近离线渲染的视觉保真度。
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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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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