结合边缘和点的交互式高质量渲染

K. Bala, B. Walter, D. Greenberg
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引用次数: 114

摘要

本文提出了一种新的交互式绘制和显示技术,用于复杂场景中昂贵的着色,如全局照明。我们的方法结合了稀疏采样的阴影(点)和分析计算的不连续(边缘),以交互方式生成高质量的图像。边缘和点图像是一种新的紧凑表示,它结合了边缘和点,从而可以在尊重不连续的情况下,从附近的点样本快速、表格驱动的像素阴影插值。边缘和点渲染器是可扩展的,允许使用任意着色器来收集着色样本。阴影不连续性,如轮廓和阴影边缘,是在交互速率下发现的。我们的软件实现支持场景中的交互式导航和对象操作,包括昂贵的照明效果(如全局照明)和几何复杂的对象。对于交互式渲染,我们展示了这些场景的高质量图像可以在台式PC上以每秒8- 14帧的速度渲染:比光线追踪器每像素计算单个样本的速度提高20- 60。
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Combining edges and points for interactive high-quality rendering
This paper presents a new interactive rendering and display technique for complex scenes with expensive shading, such as global illumination. Our approach combines sparsely sampled shading (points) and analytically computed discontinuities (edges) to interactively generate high-quality images. The edge-and-point image is a new compact representation that combines edges and points such that fast, table-driven interpolation of pixel shading from nearby point samples is possible, while respecting discontinuities.The edge-and-point renderer is extensible, permitting the use of arbitrary shaders to collect shading samples. Shading discontinuities, such as silhouettes and shadow edges, are found at interactive rates. Our software implementation supports interactive navigation and object manipulation in scenes that include expensive lighting effects (such as global illumination) and geometrically complex objects. For interactive rendering we show that high-quality images of these scenes can be rendered at 8--14 frames per second on a desktop PC: a speedup of 20--60 over a ray tracer computing a single sample per pixel.
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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