使用分布式计算动态生成环境的高保真图形

Keith Bugeja, K. Debattista, Sandro Spina, A. Chalmers
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引用次数: 0

摘要

在许多严肃的游戏和应用中,提高视觉保真度可以增强沉浸感。虽然基于物理的渲染器可以通过正确模拟光线传播来产生高度逼真的图像,但由于计算时间长,这些渲染器在交互式应用程序中是不切实际的。对于实时应用,已经开发了几种基于光栅化的技术来增强场景中的视觉真实感,例如包含阴影和环境遮挡。然而,这些技术是以gpu的额外计算资源为代价的。本文描述了一种利用参与严肃游戏的对等体的分布式计算资源来预先计算虚拟环境中的光分布的新技术。这些额外的信息被包含在场景的顶点几何中,并且在渲染时不需要额外的成本。实验评估表明,渲染的虚拟环境更加真实,并且与基于物理的渲染器生成的参考图像更接近。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
High-Fidelity Graphics for Dynamically Generated Environments Using Distributed Computing
In many serious games and applications, increasing visual fidelity enhances immersion. While physically-based renderers can produce highly realistic imagery by correctly simulating light propagation, these are impractical in the context of interactive applications due to lengthy computations. For real-time applications, several rasterisation-based techniques have been developed to augment the visual realism in a scene, such as the inclusion of shadows and ambient occlusion. These techniques however, come at the cost of additional compute resources from GPUs. This paper describes a novel technique which takes advantage of the distributed computational resources available at peers participating in a serious game to precompute the light distribution in the virtual environment. This additional information is then included within the vertex geometry of the scene and used at no extra costs whilst rendering. Experimental evaluation shows that the rendered virtual environments are much more realistic and more closely match reference imagery generated by physically-based renderers.
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