{"title":"近似辐射使用随机深度缓冲","authors":"A. Thomsen, K. Nielsen","doi":"10.1080/2151237X.2011.621759","DOIUrl":null,"url":null,"abstract":"Abstract This paper presents a simple technique for computing approximate radiosity by using a novel approach to visibility determination called stochastic depth buffering. By rendering random depth buffer values and using a simple sampling scheme, we gather light from parallel, global directions using the GPU. The technique makes it possible to quickly update indirect light on commodity graphics hardware. It is easy to implement and offers good trade-offs between performance and visual quality.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Approximate Radiosity Using Stochastic Depth Buffering\",\"authors\":\"A. Thomsen, K. Nielsen\",\"doi\":\"10.1080/2151237X.2011.621759\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract This paper presents a simple technique for computing approximate radiosity by using a novel approach to visibility determination called stochastic depth buffering. By rendering random depth buffer values and using a simple sampling scheme, we gather light from parallel, global directions using the GPU. The technique makes it possible to quickly update indirect light on commodity graphics hardware. It is easy to implement and offers good trade-offs between performance and visual quality.\",\"PeriodicalId\":354935,\"journal\":{\"name\":\"Journal of Graphics, GPU, and Game Tools\",\"volume\":\"9 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-11-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Graphics, GPU, and Game Tools\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/2151237X.2011.621759\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Graphics, GPU, and Game Tools","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/2151237X.2011.621759","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Approximate Radiosity Using Stochastic Depth Buffering
Abstract This paper presents a simple technique for computing approximate radiosity by using a novel approach to visibility determination called stochastic depth buffering. By rendering random depth buffer values and using a simple sampling scheme, we gather light from parallel, global directions using the GPU. The technique makes it possible to quickly update indirect light on commodity graphics hardware. It is easy to implement and offers good trade-offs between performance and visual quality.