有效的自阴影辐射法线映射

Chris Green
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引用次数: 15

摘要

在Valve的Source图形引擎中,凹凸映射与预先计算的辐射照明相结合,以提供逼真的表面照明。当凹凸贴图数据来源于表面细节的几何描述(如高度图)时,只保留由表面方向引起的照明效果。由于表面细节遮挡导致的重要照明线索丢失。虽然通常使用另一个纹理通道来容纳“环境遮挡”场,但这只提供了一个与表面被照亮的方向无关的变暗效果,并且需要一个辅助的数据通道。在本章中,我们对过去在本课程中描述过的辐射法线映射系统进行了修改。这个修改为凹凸贴图提供了一个方向遮挡功能,它不需要额外的纹理内存,并且比我们之前的非阴影解决方案更快。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient self-shadowed radiosity normal mapping
In Valve's Source graphics engine, bump mapping is combined with precomputed radiosity lighting to provide realistic surface illumination. When bump map data is derived from geometric descriptions of surface detail (such as height maps), only the lighting effects caused by the surface orientation are preserved. The significant lighting cues due to lighting occlusion by surface details are lost. While it is common to use another texture channel to hold an "ambient occlusion" field, this only provides a darkening effect which is independent of the direction from which the surface is being lit and requires an auxiliary channel of data. In this chapter, we present a modification to the Radiosity Normal Mapping system that we have described in this course in the past. This modification provides a directional occlusion function to the bump maps, which requires no additional texture memory and is faster than our previous non-shadowing solution.
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