走向实用的实时光子映射:高效的GPU密度估计

Michael Mara, D. Luebke, M. McGuire
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引用次数: 32

摘要

我们描述了实时光子密度估计的设计空间,这是通过光子映射绘制全局照明(GI)的关键步骤。然后,我们详细分析了四种最佳算法的高效GPU实现。在NVIDIA GeForce 670 1920 × 1080分辨率下,对于具有多重弹跳漫射效果、焦散和光滑反射的复杂场景,所有这些都能产生合理的结果。在整个设计中,我们得出结论,在计算着色器中平铺,延迟光子收集提供了性能和质量的最佳组合。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Toward practical real-time photon mapping: efficient GPU density estimation
We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality.
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