{"title":"低秩分解的真实表面衍射实时绘制","authors":"Antoine Toisoul, A. Ghosh","doi":"10.1145/3150165.3150167","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":412591,"journal":{"name":"Proceedings of the 14th European Conference on Visual Media Production (CVMP 2017)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Real-time rendering of realistic surface diffraction with low rank factorisation\",\"authors\":\"Antoine Toisoul, A. Ghosh\",\"doi\":\"10.1145/3150165.3150167\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":412591,\"journal\":{\"name\":\"Proceedings of the 14th European Conference on Visual Media Production (CVMP 2017)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-12-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 14th European Conference on Visual Media Production (CVMP 2017)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3150165.3150167\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 14th European Conference on Visual Media Production (CVMP 2017)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3150165.3150167","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.