Improved Computation of Attenuated Light with Application in Scenes with Many Light Sources

T. Milet, J. Navrátil, A. Herout, P. Zemčík
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引用次数: 1

Abstract

This paper presents and investigates methods for fast and accurate illumination of scenes containing many light sources that have limited spatial influence, e.g. point light sources. For speeding up the computation, current graphics applications use an assumption that the light sources range can be limited using bounding spheres due to their limited spatial influence and illumination is computed only if a surface lies within the sphere. Therefore, we explore the differences in illumination between scenes illuminated with spatially limited light sources and physically more correct computation where the light radius is infinite. We show that the difference can be small if we add appropriate ambient lighting. The contribution of the paper is the method for fast estimation of ambient lighting in scenes illuminated by numerous light sources. We also propose a method for elimination of color discontinuities at the edges of the bounding spheres. Our solution is tested on two different scenes: a procedurally generated city and the Sibenik cathedral. Our approach allows for correct lighting computation in scenes with numerous light sources without any modification of the scene graph or other data structures or rendering procedures. It thus can be applied in various systems without any structural modifications.
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在多光源场景中改进的衰减光计算
本文提出并研究了包含许多空间影响有限的光源(如点光源)的场景快速准确照明的方法。为了加快计算速度,当前的图形应用程序使用一个假设,即光源范围可以使用边界球来限制,因为它们的空间影响有限,并且只有当表面位于球体内时才计算照明。因此,我们探讨了空间有限的光源照明场景与物理上更正确的光半径无限计算场景之间的照度差异。我们表明,如果我们添加适当的环境照明,差异可以很小。本文的贡献是在多光源照明的场景中快速估计环境照明的方法。我们还提出了一种消除边界球边缘颜色不连续的方法。我们的解决方案在两个不同的场景中进行了测试:程序生成的城市和Sibenik大教堂。我们的方法允许在有许多光源的场景中进行正确的照明计算,而不需要修改场景图或其他数据结构或渲染过程。因此,它可以应用于各种系统,而无需任何结构修改。
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