基于动态brdf的交互式重照明的预计算可视性分割

O. Åkerlund, M. Unger, Rui Wang
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引用次数: 31

摘要

本文提出了一种新的基于prt的方法,该方法使用预先计算的可见度切割进行全频率环境图和任意动态brdf的交互式重照明。我们的方法受到最近Lightcuts方法[24]的启发,我们将远处环境照明参数化到球体上均匀分布的样本点上。使用点的二叉树结构,我们预先计算并近似每个顶点的可见性函数,我们称之为预先计算的可见性切割。这些切割是在有限的近似误差和有限的簇大小下迭代选择的。在运行时,基于gpu的重光照算法通过访问动态构建的光照树、预先计算的可见性切割以及使用每个可见性簇的平均方向和动态视图方向对任意BRDF进行直接采样,快速计算出与视图相关的阴影颜色。与现有的PRT技术相比,我们的方法保证了均匀的光照采样,不需要预先计算BRDF数据,并且可以很容易地扩展到实时处理单反弹平滑间接传输效果。
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Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs
This paper presents a novel PRT-based method that uses precomputed visibility cuts for interactive relighting with all-frequency environment maps and arbitrary dynamic BRDFs. Our method is inspired by the recent Lightcuts approach [24] and we parameterize distant environment lighting onto uniformly distributed sample points over the sphere. Using a binary tree structure of the points, we precompute and approximate each vertex's visibility function into clusters that we call the precomputed visibility cuts. These cuts are iteratively selected with bounded approximation error and confined cluster size. At run-time, a GPU-based relighting algorithm quickly computes the view-dependent shading color by accessing a dynamically built light tree, the precomputed visibility cuts, and a direct sampling of an arbitrary BRDF using each visibility cluster's average direction and the dynamic view direction. Compared to existing PRT techniques, our method guarantees uniform sampling of the lighting, requires no precomputed BRDF data, and can be easily extended to handle one-bounce glossy indirect transfer effects in real-time.
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