用于光线追踪的软阴影体积

S. Laine, Timo Aila, Ulf Assarsson, J. Lehtinen, T. Akenine-Möller
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引用次数: 66

摘要

我们提出了一种新的快速算法,用于在基于光线跟踪的渲染器中渲染基于物理的软阴影。我们的方法将随机光线追踪器中常用的数百条阴影光线替换为单个阴影光线和可见性函数的局部重建。与追踪阴影光线相比。我们的算法产生完全相同的图像,同时在使用的测试场景中执行速度快了一到两个数量级。我们的第一个贡献是一个两阶段的方法,用于快速确定重叠区域光源的轮廓边缘,从要阴影的点来看。其次,我们证明了这些遮挡物的部分轮廓,以及单个阴影射线,足以重建点和光源之间的可见性函数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Soft shadow volumes for ray tracing
We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction of the visibility function. Compared to tracing the shadow rays. our algorithm produces exactly the same image while executing one to two orders of magnitude faster in the test scenes used. Our first contribution is a two-stage method for quickly determining the silhouette edges that overlap an area light source, as seen from the point to be shaded. Secondly, we show that these partial silhouettes of occluders, along with a single shadow ray, are sufficient for reconstructing the visibility function between the point and the light source.
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