使用金字塔光贴图的光源建模

Houle C., Fiume E.
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引用次数: 14

摘要

日常生活中灯光布置和灯具的多样性使我们能够对环境的外观进行创造性和功能性的控制。在计算机图形学中,由于缺乏光源的真实模型,无法实现相同程度的控制。要对光源进行建模,必须(至少)能够指定光源的几何形状和空间强度分布。我们描述了一个系统,该系统允许在其域内具有任意和可变空间强度分布的点、线性和区域光源的交互规范。扩展光源的连续分布是通过插值一组交互放置在光源上的样本分布来创建的。渲染是通过在可变分辨率下重新采样光源来完成的。为了加快渲染速度,创建了光源的金字塔表示,允许动态选择重采样率。我们描述了我们的光源建模系统的理论、设计和实现。金字塔光源模型可以在渲染环境中使用,例如传统的扫描线或光线跟踪渲染器,或带有可编程着色器的渲染器。
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Light-Source Modeling Using Pyramidal Light Maps

The diversity of lighting arrangements and fixtures in everyday life allows us great creative and functional control over the appearance of our environments. In computer graphics, the lack of realistic models of light sources does not permit the same level of control. To model a light source, one must (at least) be able to specify its geometry and its spatial intensity distribution. We describe a system that permits the interactive specification of point, linear, and area light sources having arbitrary and variable spatial intensity distributions across their domains. A continuous distribution of an extended light source is created by interpolating a set of sample distributions that are interactively placed on the light source. Rendering is accomplished by resampling the light source at a variable resolution. To speed up rendering, a pyramidal representation of the light source is created, allowing the dynamic selection of the resampling rate. We describe the theory, design, and implementation of our light-source modeling system. Pyramidal light-source models can be used in rendering environments such as conventional scanline or ray-tracing renderers, or renderers with programmable shaders.

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