应用反射阴影贴图的间接照明的有效阴影

P. Lensing, W. Broll
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引用次数: 10

摘要

虽然全局照明对于大多数计算机图形应用来说是一个关键问题,但对于实时应用来说,快速有效的实现仍然是一个挑战。一种近似间接照明的方法是在发出间接光的表面上分布虚拟点光(VPL)。这种分布可以用反射阴影贴图(RSM)来实现。这种方法的一个主要缺点是,每个表面点都必须由数千个vpl照亮,这导致了阴影步骤的性能瓶颈。因此,有几种方法试图通过减少vpl的数量或降低要遮阳的表面点来降低遮阳成本。在我们的方法中,我们提出了一种新的间接阴影近似方法,使我们能够将要阴影的表面点的数量减少到最小,同时仍然实现高图像质量。因此,即使是复杂的动画模型也可以用几十个表面点来表示。此外,我们的方法允许图形艺术家通过添加或改变表面点直观地调整阴影,而无需任何预计算。这种方法非常有效,完全在GPU上实现,不需要任何高着色器配置文件。这甚至可以在即将到来的手持设备上实现近乎照片般的渲染。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient shading of indirect illumination applying reflective shadow maps
While global illumination is a crucial issue for most computer graphics applications fostering photo realistic rendering, fast and efficient implementations remain challenging for real-time applications. One approach to approximate indirect illumination is to distribute virtual point lights (VPL) at surfaces that emit indirect light. This distribution may be realized using reflective shadow maps (RSM). One major drawback of this approach is that each surface point has to be illuminated by thousands of VPLs, leading to a performance bottleneck in the shading step. Therefore several approaches trying to reduce the shading costs either by decreasing the number of VPLs or by lowering the surface points to be shaded exist. In our approach we propose a novel indirect shading approximation allowing us to reduce the number of surface points to be shaded to a minimum, still achieving a high image quality. Even complex and animated models can thus be represented by a few dozens of surface points for shading. Furthermore our approach allows graphic artists to intuitively tune the shading by adding or changing surface points without any pre-computations. The approach is very efficient and is completely implemented on the GPU not requiring any high shader profiles. This will even enable almost photo realistic rendering on upcoming handheld devices.
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