实时渲染动态区域和体积灯使用分层辐照量

Karsten Schwenk
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引用次数: 1

摘要

动态区域和体积灯是我们世界中常见的现象。例子包括照明广告、视频屏幕和熔岩灯。然而,在交互式场景中实时渲染这样的光源仍然具有挑战性。在本文中,我们提出了一种在完全动态场景中渲染区域或体光源的方法,即几何、材料、相机和光线(空间和光谱组成)可以连续变化。我们方法的关键思想是通过使用动态生成的辐照量层次结构作为入射照明的中间近似,将照明从阴影复杂性中解耦。本文的主要贡献是一种新的计算方案,该方案直接在GPU上更新辐照量并实现实时性能。该算法非常快,在dx9级别的硬件上运行,并且很容易集成到现有的渲染管道中,这使得它非常适合游戏和虚拟现实应用程序。目前我们的算法的局限性是它不能处理阴影,只提供一个粗糙的近似光滑反射。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-Time Rendering of Dynamic Area and Volume Lights Using Hierarchical Irradiance Volumes
Dynamic area and volume lights are a common phenomenon in our world. Examples include illuminated advertising, video screens, and lava lamps. Yet rendering such light sources in real-time in interactive scenes remains challenging. In this paper we present a method to render area or volume light sources in a fully dynamic scene, i.e. the geometry, materials, camera, and lights (spatial and spectral composition) can change continuously. The key idea of our approach is to decouple lighting from shading complexity by using a dynamically generated hierarchy of irradiance volumes as an intermediate approximation of incident lighting. The main contribution of this paper is a new computation scheme that updates irradiance volumes directly on the GPU and enables real-time performance. The algorithm is very fast, runs on DX9-level hardware, and is easy to integrate into existing rendering pipelines, which makes it well-suited for games and virtual-reality applications. Current limitations of our algorithm are that it cannot handle shadows and provides only a coarse approximation for glossy reflection.
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