实时粗糙折射通过精益映射和高斯和减少

Zeng Dai, Chris Wyman
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引用次数: 3

摘要

当光散射在粗糙的透明表面时,通常会发生粗糙折射。这是一个计算上的挑战,因为每个像素的颜色取决于来自多个方向的入射光。De Rousiers等人[2011]使用高斯正态分布函数和透射率分布函数(ndf和btdf)的卷积交互计算粗糙折射,但他们的工作仅限于恒定粗糙度表面。我们介绍了两种方法,允许通过使用LEAN映射和高斯求和约简(GSR)表示表面法线来改变粗糙度。
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 rough refraction via LEAN mapping and Gaussian sum reduction
Rough refraction commonly occurs when light scatters on rough transparent surfaces. It presents a computational challenge, as every pixel's color depends on incoming light from numerous directions. De Rousiers et al. [2011] compute rough refraction interactively using a convolution of Gaussian normal and transmittance distribution functions (NDFs and BTDFs), but their work is limited to a constant roughness surfaces. We introduce two methods that allow for varying roughness by representing surface normals using LEAN mapping and Gaussian sum reduction (GSR).
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