Virtual Blue Noise Lighting

IF 1.4 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Tianyu Li, Wenyou Wang, Daqi Lin, Cem Yuksel
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引用次数: 0

Abstract

We introduce virtual blue noise lighting, a rendering pipeline for estimating indirect illumination with a blue noise distribution of virtual lights. Our pipeline is designed for virtual lights with non-uniform emission profiles that are more expensive to store, but required for properly and efficiently handling specular transport. Unlike the typical virtual light placement approaches that traverse light paths from the original light sources, we generate them starting from the camera. This avoids two important problems: wasted memory and computation with fully-occluded virtual lights, and excessive virtual light density around high-probability light paths. In addition, we introduce a parallel and adaptive sample elimination strategy to achieve a blue noise distribution of virtual lights with varying density. This addresses the third problem of virtual light placement by ensuring that they are not placed too close to each other, providing better coverage of the (indirectly) visible surfaces and further improving the quality of the final lighting estimation. For computing the virtual light emission profiles, we present a photon splitting technique that allows efficiently using a large number of photons, as it does not require storing them. During lighting estimation, our method allows using both global power-based and local BSDF important sampling techniques, combined via multiple importance sampling. In addition, we present an adaptive path extension method that avoids sampling nearby virtual lights for reducing the estimation error. We show that our method significantly outperforms path tracing and prior work in virtual lights in terms of both performance and image quality, producing a fast but biased estimate of global illumination.
虚拟蓝噪照明
我们引入了虚拟蓝噪声照明,这是一种利用虚拟光的蓝噪声分布来估计间接照明的渲染管道。我们的管道是为具有非均匀发射轮廓的虚拟灯设计的,这些虚拟灯存储起来更昂贵,但需要正确有效地处理镜面传输。与从原始光源遍历光路的典型虚拟光放置方法不同,我们从相机开始生成它们。这避免了两个重要的问题:完全遮挡的虚拟光浪费内存和计算,以及高概率光路周围过高的虚拟光密度。此外,我们还引入了一种并行和自适应的样本消除策略来实现不同密度的虚拟光的蓝噪声分布。这解决了虚拟光放置的第三个问题,确保它们不会彼此放置得太近,提供更好的(间接)可见表面覆盖,并进一步提高最终照明估计的质量。为了计算虚拟光发射曲线,我们提出了一种光子分裂技术,该技术允许有效地使用大量光子,因为它不需要存储它们。在照明估计过程中,我们的方法允许同时使用基于全局功率和局部BSDF重要采样技术,并通过多重重要采样相结合。此外,我们还提出了一种自适应路径扩展方法,该方法避免了对附近的虚拟灯进行采样,从而减小了估计误差。我们表明,我们的方法在性能和图像质量方面明显优于路径跟踪和先前的虚拟光源工作,产生快速但有偏差的全局照明估计。
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
CiteScore
2.90
自引率
0.00%
发文量
0
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