基于实时图像的闪烁照明

IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Tom Kneiphof, Reinhard Klein
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引用次数: 0

摘要

基于图像的照明是一种广泛使用的技术,用于在现实世界的照明条件下再现阴影,特别是在实时渲染应用中。一个特别具有挑战性的场景涉及到材料表现出闪闪发光的外观,这是由分散在其表面的离散微面引起的。在本文中,我们提出了一种基于图像的闪烁照明的有效近似,实现了完全动态的材料属性和环境映射。我们的新方法基于区域光照下的实时闪烁渲染,并采用标准的环境地图滤波技术。至关重要的是,我们的环境映射过滤过程足够快,可以在每帧的基础上执行。我们的方法假设环境地图被划分为几个均匀的恒定辐射区域。通过用正态分布函数过滤对应的指示函数,我们得到了各个微面反射来自每个区域的光的概率。在遮光期间,这些概率被用来分层采样一个多项分布,由我们新的双门高斯近似的二项分布。我们验证了我们的实时近似值在一系列材料属性和照明条件下接近地面真实渲染,并展示了强大而稳定的性能,并且在单个方向光渲染闪烁时几乎没有开销。与渲染没有闪烁的平滑材质相比,我们的方法需要两倍的内存来存储预过滤的环境贴图。
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 Image-based Lighting of Glints

Real-Time Image-based Lighting of Glints

Image-based lighting is a widely used technique to reproduce shading under real-world lighting conditions, especially in real-time rendering applications. A particularly challenging scenario involves materials exhibiting a sparkling or glittering appearance, caused by discrete microfacets scattered across their surface. In this paper, we propose an efficient approximation for image-based lighting of glints, enabling fully dynamic material properties and environment maps. Our novel approach is grounded in real-time glint rendering under area light illumination and employs standard environment map filtering techniques. Crucially, our environment map filtering process is sufficiently fast to be executed on a per-frame basis. Our method assumes that the environment map is partitioned into few homogeneous regions of constant radiance. By filtering the corresponding indicator functions with the normal distribution function, we obtain the probabilities for individual microfacets to reflect light from each region. During shading, these probabilities are utilized to hierarchically sample a multinomial distribution, facilitated by our novel dual-gated Gaussian approximation of binomial distributions. We validate that our real-time approximation is close to ground-truth renderings for a range of material properties and lighting conditions, and demonstrate robust and stable performance, with little overhead over rendering glints from a single directional light. Compared to rendering smooth materials without glints, our approach requires twice as much memory to store the prefiltered environment map.

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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
期刊介绍: Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.
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