Global Illumination for Interactive Lighting Design Using Light Path Pre-Computation and Hierarchical Histogram Estimation

Yonghao Yue, Kei Iwasaki, Y. Dobashi, T. Nishita
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引用次数: 9

Abstract

In this paper, we propose a fast global illumination solution for interactive lighting design. Using our method, light sources and the viewpoint are movable, and the characteristics of materials can be modified (assuming low-frequency BRDF) during rendering. Our solution is based on particle tracing (a variation of photon mapping) and final gathering. We assume that objects in the input scene are static, and pre-compute potential light paths for particle tracing and final gathering. To perform final gathering fast, we propose an efficient technique called Hierarchical Histogram Estimation for rapid estimation of radiances from the distribution of the particles. The rendering process of our method can be fully implemented on the GPU and our method achieves interactive frame rates for rendering scenes with even more than 100,000 triangles.
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基于光路预计算和层次直方图估计的交互式照明设计的全局照明
在本文中,我们提出了一种快速的全局照明解决方案,用于交互式照明设计。使用我们的方法,光源和视点是可移动的,并且在渲染过程中可以修改材料的特性(假设低频BRDF)。我们的解决方案是基于粒子跟踪(光子映射的一种变化)和最终收集。我们假设输入场景中的物体是静态的,并预先计算粒子跟踪和最终收集的潜在光路。为了快速完成最终收集,我们提出了一种称为分层直方图估计的高效技术,用于快速估计粒子分布的辐射。我们方法的渲染过程可以完全在GPU上实现,我们的方法可以实现交互帧率,甚至可以渲染超过10万个三角形的场景。
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