基于体素的区域光下使用稀疏样本的半透明材料交互渲染

Ming Di Koa, H. Johan, A. Sourin
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引用次数: 2

摘要

在虚拟世界中,半透明材料的交互渲染一直是具有挑战性的。在我们的工作中,我们开发了一个由区域灯照明的半透明材料的体素照明框架。我们的体素照明框架由两个体素结构组成。它们是增强亚表面光传播体(ESLPV),用于处理局部半透明材料外观,以及光传播体(LPV),用于处理整个场景的间接照明。在ESLPV和LPV中使用一组稀疏分布的泊松盘样本,可以从区域灯中收集照明。在半透明物体上的一组均匀的泊松盘样本被重新采样并选择为半透明平面光(tpl),并通过额外的收集过程将半透明物体的光线分配到LPV中。我们的技术允许高散射半透明材料的直接和间接照明在高质量的区域照明下进行交互渲染。与没有预计算的离线渲染器相比,我们可以实现类似的效果,例如半透明材料的散射光照明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Voxel-Based Interactive Rendering of Translucent Materials under Area Lights Using Sparse Samples
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging. In our work, we develop a voxel illumination framework for translucent materials illuminated by area lights. Our voxel illumination framework consists of two voxel structures. They are the Enhanced Subsurface Light Propagation Volumes (ESLPV), which handles the local translucent material appearance and the Light Propagation Volumes (LPV), which handles indirect illumination for the entire scene. Using a set of sparsely distributed Poisson disk samples in the ESLPV and LPV, illumination can be gathered from area lights. A uniform set of Poisson disk samples on the translucent objects is resampled and chosen as Translucent Planar Lights (TPLs) and is used to distribute lighting from translucent objects into the LPV by an additional gathering process. Our technique allows for direct and indirect illuminations from highly scattering translucent materials to be rendered interactively under area lighting at good quality. We can achieve similar effects, such as scattered light illumination from translucent materials, when compared to offline renderers without precomputations.
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