低秩分解的真实表面衍射实时绘制

Antoine Toisoul, A. Ghosh
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引用次数: 5

摘要

我们提出了一种新的方法来实时绘制任意环境中表面反射率的衍射效应。这样的渲染通常是非常昂贵的,因为它们需要计算实时帧率的卷积。在衍射的情况下,衍射叶通常具有高频率的细节,只能用高分辨率的卷积核来捕获,这使得计算更加昂贵。我们的方法使用衍射查找表的低秩分解,通过两个更简单的低秩核来近似二维卷积核,这允许使用两个渲染通道以实时帧率计算卷积。我们在任意环境中显示逼真的渲染效果,并实现从50到100 FPS的性能,使得在视频游戏和VR等实时应用中使用这种技术成为可能。
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 realistic surface diffraction with low rank factorisation
We propose a novel approach for real-time rendering of diffraction effects in surface reflectance in arbitrary environments. Such renderings are usually extremely expensive as they require the computation of a convolution at real-time framerates. In the case of diffraction, the diffraction lobes usually have high frequency details that can only be captured with high resolution convolution kernels which make calculations even more expensive. Our method uses a low rank factorisation of the diffraction lookup table to approximate a 2D convolution kernel by two simpler low rank kernels which allow the computation of the convolution at real-time framerates using two rendering passes. We show realistic renderings in arbitrary environments and achieve a performance from 50 to 100 FPS making possible to use such a technique in real-time applications such as video games and VR.
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