在立方体地图空间的内部面上进行视场分辨率独立的反锯齿光线行进

Tianchen Xu, Wei Zeng, E. Wu
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引用次数: 1

摘要

提出了一种在立方体映射空间中利用间接阴影进行抗走样的新方法。我们的体渲染器首先对最大分辨率限制的立方体地图的每个可见内部像素执行光线行进,然后在视口空间中对立方体冒充者进行重新采样(通常是向上缩放)。通过这种独立于视口分辨率的策略,开发者可以在允许更大的行进步幅时提高光线行进性能和抗锯齿质量。此外,我们的解决方案还涵盖了混合网格体渲染的深度遮挡抗混叠,立方体地图细节级别(LOD)优化,以进一步提高性能,以及通过利用GPU内联光线跟踪进行多体渲染。此外,我们的实现是开发人员友好的,由参数配置决定的性能质量权衡很容易控制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space
This paper presents a novel approach to anti-aliased ray marching by indirect shading in cube-map space. Our volume renderer firstly performs ray marching on each visible interior pixel of a maximum-resolution-limited cube map, and then resamples (usually up-scales) the cube imposter in viewport space. By this viewport-resolution-independent strategy, developers can improve both ray-marching performance and its quality of anti-aliasing when allowing larger marching strides. Moreover, our solution also covers depth-occlusion anti-aliasing for mixed mesh-volume rendering, cube-map level-of-details (LOD) optimization for a further performance boost, and multiple-volume rendering by leveraging the GPU inline ray tracing. Besides, our implementation is developer-friendly and the performance-quality tradeoff determined by the parameter configuration is easily controllable.
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