动态场景中的交互式全局照明

P. Tole, F. Pellacini, B. Walter, D. Greenberg
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引用次数: 120

摘要

本文提出了一种动态场景中全局照明的交互式计算系统。我们的系统使用一种新颖的方案来缓存高质量的基于像素的渲染器(如双向路径跟踪器)的结果。着色缓存是一个对象空间分层细分网格,在其顶点处延迟计算着色值。使用基于硬件的插值和纹理映射从着色缓存生成高帧率显示。图像空间采样方案在具有最大插值误差或最可能受物体或相机运动影响的区域中细化阴影缓存。我们的系统有效地处理动态场景和移动光源,在几秒钟内提供有用的反馈,在几十秒内提供高质量的图像,而不需要任何预计算。我们的方法使我们能够显著优于其他基于缓存光线追踪样本的交互系统,特别是在动态场景中。基于我们的结果,我们相信阴影缓存将是一个宝贵的工具,在照明设计和建模,而渲染。
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Interactive global illumination in dynamic scenes
In this paper, we present a system for interactive computation of global illumination in dynamic scenes. Our system uses a novel scheme for caching the results of a high quality pixel-based renderer such as a bidirectional path tracer. The Shading Cache is an object-space hierarchical subdivision mesh with lazily computed shading values at its vertices. A high frame rate display is generated from the Shading Cache using hardware-based interpolation and texture mapping. An image space sampling scheme refines the Shading Cache in regions that have the most interpolation error or those that are most likely to be affected by object or camera motion.Our system handles dynamic scenes and moving light sources efficiently, providing useful feedback within a few seconds and high quality images within a few tens of seconds, without the need for any pre-computation. Our approach allows us to significantly outperform other interactive systems based on caching ray-tracing samples, especially in dynamic scenes. Based on our results, we believe that the Shading Cache will be an invaluable tool in lighting design and modelling while rendering.
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Session details: 3D acquisition and image based rendering Session details: Geometry Session details: Soft things Session details: Lighting and appearance Session details: Images and video
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