Lighting Details Preserving Photon Density Estimation

R. Herzog, H. Seidel
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引用次数: 2

Abstract

Standard density estimation approaches suffer from visible bias due to low-pass filtering of the lighting function. Therefore, most photon density estimation methods have been used primarily with inefficient Monte Carlo final gathering to achieve high-quality results for the indirect illumination. We present a density estimation technique for efficiently computing all-frequency global illumination in diffuse and moderately glossy scenes. In particular, we compute the direct, indirect, and caustics illumination during photon tracing from the light sources. Since the high frequencies in the illumination often arise from visibility changes and surface normal variations, we consider a kernel that takes these factors into account. To efficiently detect visibility changes, we introduce a hierarchical voxel data structure of the scene geometry, which is generated on GPU. Further, we preserve the surface orientation by computing the density estimation in ray space.
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保留光子密度估计的照明细节
由于照明功能的低通滤波,标准密度估计方法存在可见偏差。因此,为了获得高质量的间接照明结果,大多数光子密度估计方法主要是与低效的蒙特卡罗最终采集一起使用。我们提出了一种密度估计技术,用于有效地计算漫射和中等光泽场景中的全频率全局照明。特别地,我们计算了从光源跟踪光子时的直接、间接和焦散照明。由于照明中的高频通常是由能见度变化和表面法向变化引起的,因此我们考虑考虑这些因素的核。为了有效地检测可见性变化,我们引入了场景几何的分层体素数据结构,该结构是在GPU上生成的。此外,我们通过计算射线空间中的密度估计来保持表面方向。
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