环境光圈照明

Christopher Oat, P. Sander
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引用次数: 34

摘要

本文介绍了一种新的实时着色模型,该模型使用球面帽相交来近似动态区域光源对表面的入射光照。我们的方法使用预先计算的静态网格的可见性信息来计算单个渲染通道中近似高频阴影的照明。由于该技术依赖于预先计算的可见性数据,因此在渲染时假定网格是静态的。由于该方法效率高,占用内存少,因此非常适用于游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ambient aperture lighting
This paper introduces a new real-time shading model that uses spherical cap intersections to approximate a surface's incident lighting from dynamic area light sources. Our method uses precomputed visibility information for static meshes to compute illumination with approximate high-frequency shadows in a single rendering pass. Because this technique relies on precomputed visibility data, the mesh is assumed to be static at render time. Due to its high efficiency and low memory footprint this method is highly suitable for games.
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