基于预先计算的可见度照亮微观几何

W. Heidrich, K. Daubert, J. Kautz, H. Seidel
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引用次数: 115

摘要

许多研究人员一直在争论几何、凹凸贴图和brdf呈现了一个细节层次结构,应该利用它来实现高效的渲染目的。然而,在实践中,这往往是不可能的,因为这些不同层次的细节在照明不一致。例如,虽然凹凸贴图渲染通常只考虑直接照明而不考虑阴影,但基于几何的渲染和brdf大多也会考虑阴影效果,在很多情况下甚至会考虑散射光引起的间接照明。在本文中,我们提出了一种克服这些不一致的方法。我们介绍了一种廉价的方法来一致地照亮高度场和凹凸贴图,以及基于预先计算的可见性信息模拟brdf。有了这些信息,我们可以在各个细节层次上实现一致的照明。我们提出的方法在计算高度场中的光散射和使用虚拟角反射计计算采样BRDF表示方面比现有算法具有显著的性能优势。性能可以通过利用图形硬件进一步提高,这也允许交互式显示。最后,当高度场、凹凸贴图或BRDF应用于具有不同曲率的表面时,我们的方法也近似于光照的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Illuminating micro geometry based on precomputed visibility
Many researchers have been arguing that geometry, bump maps, and BRDFs present a hierarchy of detail that should be exploited for efficient rendering purposes. In practice however, this is often not possible due to inconsistencies in the illumination for these different levels of detail. For example, while bump map rendering often only considers direct illumination and no shadows, geometry-based rendering and BRDFs will mostly also respect shadowing effects, and in many cases even indirect illumination caused by scattered light. In this paper, we present an approach for overcoming these inconsistencies. We introduce an inexpensive method for consistently illuminating height fields and bump maps, as well as simulating BRDFs based on precomputed visibility information. With this information we can achieve a consistent illumination across the levels of detail. The method we propose offers significant performance benefits over existing algorithms for computing the light scattering in height fields and for computing a sampled BRDF representation using a virtual gonioreflectometer. The performance can be further improved by utilizing graphics hardware, which then also allows for interactive display. Finally, our method also approximates the changes in illumination when the height field, bump map, or BRDF is applied to a surface with a different curvature.
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