基于体的间接照明与辐照度分解

Ruirui Li, K. Qin
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引用次数: 0

摘要

高质量的间接照明在交互速度是一个困难的挑战。为了快速逼近间接照明,采用了基于体的渲染技术。光传播体积(Light Propagation Volume, LPV) [Kaplanyan et al. 2010]方法将场景划分为粗网格,并在其上传播代表辐射的球面谐波。LPV能够实时渲染复杂的动态场景。但是由于在晶格之间的辐射传递是高度近似的,它不能模拟同一晶格中表面之间的间接照明。另一方面,基于体素的全局照明(VGI) [Kaplanyan et al. 2011]将场景体素化为精细体素。它执行基于体素的射线推进来寻找近场的反射面。通过采用1/4x1/4采样,VGI可以以18~28帧/秒的速度进行渲染。但是对于复杂的场景和真实的全局照明,它需要大量的体数据和大量的光线,这会降低渲染性能到每帧2.2s的速度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Volume-based indirect lighting with irradiance decomposition
High-quality indirect lighting at interactive speed is a difficult challenge. To fast approximate the indirect illumination, the volume-based rendering techniques were used. The Light Propagation Volume (LPV) [Kaplanyan et al. 2010] method departs scenes into coarse lattices and propagates spherical harmonics represented radiance on them. The LPV is able to render complex and dynamic scenes in real-time. But since the radiance transfer is highly approximated among the lattices, it fails to simulate the indirect lighting between the surfaces in the same lattice. On the other hand, the Voxel-based Global Illumination (VGI) [Kaplanyan et al. 2011] voxelizes the scene into fine voxels. It performs the voxel-based ray marching to find the reflected surface in the near-field. By adopting a 1/4x1/4 sampling, the VGI can render in a speed of 18~28 frame per second. But for complex scenes and real global illumination, it requires huge volume data and a large number of rays which degrades the rendering performance to a speed of 2.2s per frame.
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