基于体素化的实时漫射全局照明

F. Sans
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引用次数: 4

摘要

多年来,由于计算环境中光的相互作用的计算成本,全局照明算法在交互式应用中的应用有限。解决方案的一个分支包括创建场景的离散表示,以便实时估计多个光反弹的漫射相互作用。在本文中,我们提出了一种简单而有效的方法来计算场景中的光相互作用,使用基于体素的漫射表面表示。我们的方法利用GPU的优势,使用基于体素的粗糙表示来计算表面上的间接光线反射。体素化过程完全通过三种不同的技术在现代图形硬件上执行。此外,我们添加了环境遮挡效果来提高最终图像的质量,并在图像空间上添加了过滤器。我们的测试表明,该算法能够计算复杂场景中交互时间的全局照明效果。
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 diffuse global illumination based on voxelization
Since many years, global illumination algorithms find limited use on interactive applications due to the computational cost for calculating the interaction of light in an environment. A branch of the solutions consist in creating a discretized representation of the scene in order to estimate diffuse interactions from multiple light bounces in real-time. In this paper, we present a simple and efficient approach to compute the light interaction in the scene using a voxel-based representation of diffuse surfaces. Our approach computes indirect bounces of light over the surfaces using a coarse representation based on voxels taking advantages of the GPU. The voxelization process is completely performed on the modern graphics hardware over three different techniques. Also, we add an ambient occlusion effect to improve the quality of the final image, and a filter on image-space. Our tests shown that the algorithm developed is capable to compute the global illumination effects on interactive times over complex scenes.
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