Approximate Visibility Grids for Interactive Indirect Illumination

Thomas Bashford-Rogers, K. Debattista, Carlo Harvey, A. Chalmers
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引用次数: 4

Abstract

The computation of indirect illumination is fundamental to simulate lighting within a virtual scene correctly and is critical when creating interactive applications, such as games for serious applications. The computation of such illumination is typically prohibitive for interactive or real-time performance if the visibility aspect of the indirect illumination is to be maintained. This paper presents a global illumination system which uses a structure termed the Approximate Visibility Grid (AVG) which enables interactive frame rates for multiple bounce indirect illumination for fully dynamic scenes on the GPU. The AVG is constructed each frame by making efficient use of the rasterisation pipeline. The AVG is then used to compute the visibility aspects of the light transport. We show how the AVG is used to traverse virtual point light sources in the context of instant radiosity, and demonstrate how our novel method enables interactive rendering of virtual scenes that require indirect illumination.
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交互式间接照明的近似可视性网格
间接照明的计算是正确模拟虚拟场景中的照明的基础,在创建交互式应用程序(如严肃应用程序的游戏)时至关重要。如果要维持间接照明的可见性方面,这种照明的计算通常不利于交互式或实时性能。本文提出了一种全局照明系统,该系统使用一种称为近似可视性网格(AVG)的结构,该结构使交互式帧率能够用于GPU上的完全动态场景的多次反弹间接照明。AVG通过有效地利用光栅化管道来构建每帧。AVG然后用于计算光传输的可见性方面。我们展示了如何使用AVG在即时辐射的背景下遍历虚拟点光源,并演示了我们的新方法如何实现需要间接照明的虚拟场景的交互式渲染。
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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