区域照明下的闪光实时渲染

Tom Kneiphof, Reinhard Klein
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引用次数: 0

摘要

在基于物理的渲染中再现这种效果是一个具有挑战性的问题,因为它具有离散性,尤其是在要求持续低运行时间的实时应用中。最近的研究主要集中在仅由无限小的光源照亮的闪烁外观上。对于太阳等光源,这种近似方法是合理的选择。但在现实世界中,所有光源基本上都是面积光源。在本文中,我们将提出一种高效的方法,用于实时呈现由空间恒定的漫射区域光源照射的闪光。为此,我们需要对单个微切面从光源反射到观察者的正确方向概率进行充分估计。对于大型光源,可以使用线性变换余弦(LTC),对于小型球形光源,可以使用正态分布的近似值。为了计算出反射微孔的数量,我们采用了基于二项分布的计数模型。在评估中,我们证明了我们的方法在视觉上的准确性,这种方法很容易集成到现有的实时渲染框架中,特别是如果这些框架已经使用 LTC 实现了区域光的着色,并使用计数模型实现了点光源和定向光源下的闪烁着色。除了现有组件的开销外,我们的方法几乎不会增加额外的开销。
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 Glints in the Presence of Area Lights
Many real-world materials are characterized by a glittery appearance. Reproducing this effect in physically based renderings is a challenging problem due to its discrete nature, especially in real-time applications which require a consistently low runtime. Recent work focuses on glittery appearance illuminated by infinitesimally small light sources only. For light sources like the sun this approximation is a reasonable choice. In the real world however, all light sources are fundamentally area light sources. In this paper, we derive an efficient method for rendering glints illuminated by spatially constant diffuse area lights in real time. To this end, we require an adequate estimate for the probability of a single microfacet to be correctly oriented for reflection from the source to the observer. A good estimate is achieved either using linearly transformed cosines (LTC) for large light sources, or a locally constant approximation of the normal distribution for small spherical caps of light directions. To compute the resulting number of reflecting microfacets, we employ a counting model based on the binomial distribution. In the evaluation, we demonstrate the visual accuracy of our approach, which is easily integrated into existing real-time rendering frameworks, especially if they already implement shading for area lights using LTCs and a counting model for glint shading under point and directional illumination. Besides the overhead of the preexisting constituents, our method adds little to no additional overhead.
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