参与媒体的光子溅射

A. Boudet, P. Pitot, David Pratmarty, M. Paulin
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引用次数: 19

摘要

从图像合成开始,人们就对全局光照模拟进行了大量的研究。然而,就计算时间而言,参与媒体的模拟仍然是一个开放的问题。近年来,光子映射等方法提出了一种优化参与介质全局光照分辨率的方法。然而,这些方法的计算成本仍然非常昂贵。本文提出了一种利用密度估计从光子图中有效地重建体辐照度的方法。我们的想法是将发射、吸收和向外散射的计算从向内散射的计算中分离出来。然后我们使用密度估计的双重方法来优化最后一部分,因为它是最昂贵的计算。我们的方法将优化表面渲染光子映射计算时间的Photon飞溅扩展到参与媒体,从而大大减少参与媒体的渲染时间。即使我们的方法在同等质量下比光子映射更快,我们也提出了基于GPU的算法优化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Photon Splatting for participating media
Since the beginning of image synthesis, much research have been done on global illumination simulation. However, simulation in participating media is still an open problem as far as computing time is concerned. Recently some methods, like Photon Mapping, proposed an optimization of the resolution of global illumination in participating media. Nevertheless, the computing costs of these methods remain very expensive.In this paper, we present a method which takes advantage of density estimation to efficiently reconstruct volume irradiance from the photon map. Our idea is to separate the computation of emission, absorption and out-scattering from the computation of in-scattering. Then we use a dual approach of density estimation to optimize this last part as it is the most computational expensive. Our method extends Photon Splatting, which optimizes the computation time of Photon Mapping for surface rendering, to participating media, and then considerably reduce participating media rendering times. Even though our method is faster than Photon Mapping for equal quality, we also propose a GPU based optimization of our algorithm.
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