具有折射边界的参与介质的点光传输

Beibei Wang, J. Gascuel, Nicolas Holzschuch
{"title":"具有折射边界的参与介质的点光传输","authors":"Beibei Wang, J. Gascuel, Nicolas Holzschuch","doi":"10.2312/sre.20161216","DOIUrl":null,"url":null,"abstract":"Illumination effects in translucent materials are a combination of several physical phenomena: absorption and scattering inside the material, refraction at its surface. Because refraction can focus light deep inside the material, where it will be scattered, practical illumination simulation inside translucent materials is difficult. In this paper, we present an a Point-Based Global Illumination method for light transport on translucent materials with refractive boundaries. We start by placing volume light samples inside the translucent material and organising them into a spatial hierarchy. At rendering, we gather light from these samples for each camera ray. We compute separately the samples contributions to single, double and multiple scattering, and add them. Our approach provides high-quality results, comparable to the state of the art, with significant speed-ups (from 9 x to 60 x depending on scene complexity) and a much smaller memory footprint.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"73 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Point-Based Light Transport for Participating Media with Refractive Boundaries\",\"authors\":\"Beibei Wang, J. Gascuel, Nicolas Holzschuch\",\"doi\":\"10.2312/sre.20161216\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Illumination effects in translucent materials are a combination of several physical phenomena: absorption and scattering inside the material, refraction at its surface. Because refraction can focus light deep inside the material, where it will be scattered, practical illumination simulation inside translucent materials is difficult. In this paper, we present an a Point-Based Global Illumination method for light transport on translucent materials with refractive boundaries. We start by placing volume light samples inside the translucent material and organising them into a spatial hierarchy. At rendering, we gather light from these samples for each camera ray. We compute separately the samples contributions to single, double and multiple scattering, and add them. Our approach provides high-quality results, comparable to the state of the art, with significant speed-ups (from 9 x to 60 x depending on scene complexity) and a much smaller memory footprint.\",\"PeriodicalId\":363391,\"journal\":{\"name\":\"Eurographics Symposium on Rendering\",\"volume\":\"73 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-06-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Eurographics Symposium on Rendering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/sre.20161216\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Symposium on Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/sre.20161216","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

摘要

半透明材料的照明效果是几种物理现象的结合:材料内部的吸收和散射,材料表面的折射。由于折射可以将光线聚焦在材料内部深处,在那里光线将被散射,因此在半透明材料内部进行实际照明模拟是困难的。本文提出了一种基于点的具有折射边界的半透明材料光传输全局照明方法。我们首先在半透明材料中放置体积光样本,并将它们组织成一个空间层次。在渲染时,我们从这些样本中为每条相机光线收集光线。我们分别计算了样品对单次、双次和多次散射的贡献,并将它们相加。我们的方法提供了高质量的结果,与最先进的技术相媲美,具有显著的加速(根据场景复杂性从9倍到60倍)和更小的内存占用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Point-Based Light Transport for Participating Media with Refractive Boundaries
Illumination effects in translucent materials are a combination of several physical phenomena: absorption and scattering inside the material, refraction at its surface. Because refraction can focus light deep inside the material, where it will be scattered, practical illumination simulation inside translucent materials is difficult. In this paper, we present an a Point-Based Global Illumination method for light transport on translucent materials with refractive boundaries. We start by placing volume light samples inside the translucent material and organising them into a spatial hierarchy. At rendering, we gather light from these samples for each camera ray. We compute separately the samples contributions to single, double and multiple scattering, and add them. Our approach provides high-quality results, comparable to the state of the art, with significant speed-ups (from 9 x to 60 x depending on scene complexity) and a much smaller memory footprint.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信