参与介质中单散射的随机光剔除

S. Fujieda, Yusuke Tokuyoshi, T. Harada
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引用次数: 0

摘要

我们介绍了一种简单而有效的方法来计算参与介质中点光源和任意形状区域光源的单散射。该方法将随机光剔除方法扩展到体绘制中,通过考虑光线和光影响范围的球面边界的交集。对于初级光线,这允许在参与介质中进行简单的照明计算,而不需要分层数据结构,例如光树。首先,我们展示了如何在一个简单的点光源情况下将等角采样与提出的光剔除方法结合起来。然后通过考虑区域光表面上的虚拟点光,将其应用于任意形状的区域光。使用我们的方法,我们能够提高具有许多灯光的场景的渲染质量,而无需构建树和遍历。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Stochastic Light Culling for Single Scattering in Participating Media
We introduce a simple but efficient method to compute single scattering from point and arbitrarily shaped area light sources in participating media. Our method extends the stochastic light culling method to volume rendering by considering the intersection of a ray and spherical bounds of light influence ranges. For primary rays, this allows simple computation of the lighting in participating media without hierarchical data structures such as a light tree. First, we show how to combine equiangular sampling with the proposed light culling method in a simple case of point lights. We then apply it to arbitrarily shaped area lights by considering virtual point lights on the surface of area lights. Using our method, we are able to improve the rendering quality for scenes with many lights without tree construction and traversal.
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