GPU Ray Marching用于参与媒体的实时渲染

J. Han, Hyunwoo Ki, Kyoungsu Oh
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引用次数: 3

摘要

本文提出了一种基于GPU的参与媒体实时渲染的射线推进算法。我们在立方体表面上的每个被遮蔽的像素上发射一条射线,然后我们使用线性和二进制搜索找到射线和3D纹理记录的内部体积之间的交集。在这个交叉点,光线穿过体积,通过光的单次散射来计算辐射度。该技术可以在图形硬件上以每秒数十帧的速度呈现各向同性和各向异性参与媒体,而无需任何预处理负载。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GPU Ray Marching for Real-Time Rendering of Participating Media
This paper presents a GPU based ray marching algorithm for real-time rendering of participating media. We fire a ray at each pixel being shaded on the cube surface, and then we find an intersection between the ray and inner-volume recorded by a 3D texture, using both linear and binary searches. At this intersection, the ray marches through the volume to compute radiance by single scattering of light. This technique can render isotropic as well as anisotropic participating media at tens frames per second on graphics hardware without any preprocessing loads.
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