Precomputed illuminance composition for real-time global illumination

Johannes Jendersie, David Kuri, Thorsten Grosch
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引用次数: 14

Abstract

In this paper we present a new real-time approach for indirect global illumination under dynamic lighting conditions. We use surfels to gather a sampling of the local illumination and propagate the light through the scene using a hierarchy and a set of precomputed light transport paths. The light is then aggregated into caches for lighting of static and dynamic geometry. By using a spherical harmonics representation, caches preserve incident light directions to allow both diffuse and slightly glossy BRDFs for indirect lighting. The sparse sampling of direct light also enables indirect lighting from many light sources and efficient progressive multi-bounce. Furthermore, any existing pipeline can be used for surfel lighting, enabling the use of all kinds of light sources. This also includes area lights which can be computed together with the first bounce indirect illumination of other light sources at no additional cost.
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为实时全局照明预先计算的照度组成
在本文中,我们提出了一种新的动态光照条件下间接全局照明的实时方法。我们使用surfels来收集局部照明的采样,并使用层次结构和一组预先计算的光传输路径将光传播到场景中。然后将光聚合到缓存中,用于静态和动态几何的照明。通过使用球面谐波表示,缓存保留入射光方向,以允许间接照明的漫射和轻微光滑的brdf。直射光的稀疏采样也使间接照明从许多光源和有效的渐进多反弹。此外,任何现有的管道都可以用于冲浪照明,从而可以使用各种光源。这也包括区域光,它可以与其他光源的第一次反射间接照明一起计算,而不需要额外的成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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