GPU上的环境遮挡烘烤

Peter-Pike J. Sloan, Jason Tranchida, Hao-Ming Chen, L. Kavan
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引用次数: 2

摘要

环境遮挡和环境遮挡是对环境照明的粗略近似,通常用于电影和游戏中。本文描述了一个计算复杂多边形网格顶点上的环境模糊度的系统。新的贡献包括“三角汤”场景表示所需的预处理,以最大限度地减少人工制品,用于不同类别的实例装饰对象(如树木和灌木)的紧凑模型,用于动态放置对象的预计算可见性的紧凑模型,以及在光线追踪时对小装饰对象遮挡建模的近似模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ambient obscurance baking on the GPU
Ambient Occlusion and Ambient Obscurance are coarse approximations to global illumination from ambient lighting, commonly used in film and games. This paper describes a system that computes Ambient Obscurance over the vertices of complex polygon meshes. Novel contributions include pre-processing necessary for "triangle soup" scene representations to minimize artifacts, a compact model for different classes of instanced decorator objects such as trees and shrubs, a compact model for pre-computed visibility to be used on dynamically placed objects, and an approximation to model the occlusion of small decorator objects when ray tracing.
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