Binary Space Partitioning Visibility Tree for Polygonal Light Rendering

Hiroki Okuno, Kei Iwasaki
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引用次数: 1

Abstract

In this paper, we present a method to render shadows for physically-based materials under polygonal light sources. Direct illumination calculation from a polygonal light source involves the triple product integral of the lighting, the bidirectional reflectance distribution function (BRDF), and the visibility function over the polygonal domain, which is computation intensive. To achieve real-time performance, work on polygonal light shading exploits analytic solutions of boundary integrals along the edges of the polygonal light at the cost of lacking shadowing effects. We introduce a hierarchical representation for the pre-computed visibility function to retain the merits of closed-form solutions for boundary integrals. Our method subdivides the polygonal light into a set of polygons visible from a point to be shaded. Experimental results show that our method can render complex shadows with a GGX microfacet BRDF from polygonal light sources at interactive frame rates.
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二元空间分割可见树的多边形光渲染
在本文中,我们提出了一种在多边形光源下渲染物理材料阴影的方法。多边形光源的直接照明计算涉及光照的三重积积分、双向反射分布函数(BRDF)和多边形域上的可见性函数,计算量很大。为了实现实时性能,多边形遮光的工作利用沿多边形光边缘的边界积分的解析解,以缺乏阴影效果为代价。为了保留边界积分的闭型解的优点,我们引入了预先计算的可见性函数的层次表示。我们的方法将多边形光细分为一组从要阴影的点可见的多边形。实验结果表明,该方法能够以交互帧率在多边形光源的GGX微面BRDF上渲染复杂阴影。
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