Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction

Mahdi M. Bagher, C. Soler, K. Subr, Laurent Belcour, Nicolas Holzschuch
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引用次数: 34

Abstract

Shading complex materials such as acquired reflectances in multi-light environments is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required varies across the image, depending on a combination of several factors. Adaptively distributing computational budget across the pixels for shading is a challenging problem. In this paper we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. We first estimate the approximate spatial and angular variation in the local light field arriving at each pixel. This local bandwidth accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this bandwidth information to adaptively sample for reconstruction and integration. For example, fewer pixels per area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.
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基于带宽预测的动态几何材料交互渲染
在多光环境中为复杂的材料(如获得的反射率)着色在计算上是昂贵的。估算阴影积分需要多个入射光照样本。所需的样本数量在整个图像中有所不同,这取决于几个因素的组合。自适应分布计算预算在像素上的阴影是一个具有挑战性的问题。在本文中,我们描述了复杂的材料,如获得反射率,交互式的,没有任何基于几何的预计算。我们首先估计到达每个像素的局部光场的近似空间和角度变化。这个局部带宽考虑了多种因素的组合:物体投射到像素的反射率、照明的性质、局部几何形状和相机相对于几何形状和照明的位置。然后我们利用这些带宽信息自适应采样进行重建和整合。例如,对于投射到漫射物体上的像素,每个区域的阴影像素更少,并且用于整合入射到镜面物体上的照明的样本更少。
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