有效绘制地下散射的频率分析和对偶层次

David Milaenen, Laurent Belcour, Jean-Philippe Guertin, T. Hachisuka, D. Nowrouzezahrai
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引用次数: 2

摘要

BSSRDF通常用于模拟皮肤和大理石等高散射介质中的亚表面光传输。使用BSSRDF进行渲染需要额外的空间集成,这可能比使用BRDF仅进行表面渲染的成本高得多。我们介绍了一种新的分层渲染方法,可以减轻这种额外的空间集成成本。我们的方法有两个关键组成部分:一个是新的地下光传输频率分析,另一个是阴影和照明样本的双重层次。我们的频率分析预测了由于BSSRDF引起的出射辐射的空间和角度变化。我们使用这种分析来驱动具有稀疏图像和照明样本的自适应空间BSSRDF集成。我们建议使用对偶树结构,该结构允许我们同时遍历阴影点(即像素)树和对象空间照明样本树。我们的对偶方法推广了现有的单树加速度。我们的频率分析和对偶树结构都与大多数现有的BSSRDF模型兼容,并且我们表明,与Jensen和Buhler的最先进方法相比,我们的方法改进了渲染时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Frequency Analysis and Dual Hierarchy for Efficient Rendering of Subsurface Scattering
BSSRDFs are commonly used to model subsurface light transport in highly scattering media such as skin and marble. Rendering with BSSRDFs requires an additional spatial integration, which can be significantly more expensive than surface-only rendering with BRDFs. We introduce a novel hierarchical rendering method that can mitigate this additional spatial integration cost. Our method has two key components: a novel frequency analysis of subsurface light transport, and a dual hierarchy over shading and illumination samples. Our frequency analysis predicts the spatial and angular variation of outgoing radiance due to a BSSRDF. We use this analysis to drive adaptive spatial BSSRDF integration with sparse image and illumination samples. We propose the use of a dual-tree structure that allows us to simultaneously traverse a tree of shade points (i.e., pixels) and a tree of object-space illumination samples. Our dualtree approach generalizes existing single-tree accelerations. Both our frequency analysis and the dual-tree structure are compatible with most existing BSSRDF models, and we show that our method improves rendering times compared to the state of the art method of Jensen and Buhler.
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CiteScore
2.20
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