通过旧玻璃优化光渲染

Quentin Huan, F. Rousselle, C. Renaud
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引用次数: 0

摘要

我们提出了一种有效计算具有任意表面变形的玻璃面板产生的透射散散的渲染方法,该方法具有虚拟遗产三维重建中使用的旧玻璃的特征。利用费马最小时间原理,我们将下一事件估计的概念推广到允许光通过两个移位的折射界面进行采样,这相当于在数值上找到目标函数的所有平稳点。我们的工作允许在保持在一个标准的蒙特卡罗路径跟踪框架内有效地估计焦散。我们特定的几何环境允许我们的求解器比更一般的方法Specular Manifold Sampling收敛得更快,同时可以很好地缩放场景中出现的面板数量。
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Optimised Light Rendering through Old Glass
We propose a rendering method for efficiently computing the transmitted caustics produced by a glass panel with arbitrary surface deformations, characteristic of old glass used in 3D reconstructions in virtual heritage. Using Fermat"s principle of least time, we generalize the concept of Next Event Estimation to allow light sampling through two displaced refractive interfaces, which amount to numerically finding all stationary points of an objective function. Our work allows for an efficient estimation of the caustic while staying inside a standard Monte Carlo pathtracing framework. Our specific geometrical context allows our solver to converge significantly faster than the more general method Specular Manifold Sampling, while scaling well with the number of panels present in the scene.
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