Temporally Coherent Irradiance Caching for High Quality Animation Rendering

Temporally Coherent Irradiance Caching for High Quality Animation Rendering
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用于高质量动画渲染的时间相干辐照度缓存

DOI:
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发表时间:
2005
期刊:
Computer graphics forum (Print)
影响因子:
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通讯作者:
K. Myszkowski
K. Myszkowski
中科院分区:
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文献类型:
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作者:
M. Smyk;Shin;R. Durikovic;K. Myszkowski

文献摘要

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在渲染包含全局照明的高质量动画时,最终聚集和辐照度缓存被视为标准过程。然而,它们产生的计算成本高到足以阻碍它们在生产渲染中的广泛使用。我们引入了一种称为锚的数据结构,它可以让我们永久地将缓存位置链接到由其最终聚集射线所包围的点。因此,我们可以便宜地探测和转移(红外)辐射利用连续动画帧的时间相干性,导致半个数量级的加速和减少时间的文物。此外,我们的锚结构使我们能够以比传统重要性采样技术低得多的成本渲染适度光滑的表面。我们还描述了一个efficient,感知动机和独立的计划,限制辐照度缓存的数量的增长。最后给出了在实际绘制系统中的实现。
In rendering of high quality animations that include global illumination, the nal gathering and irradiance caching are considered standard procedures. However, the computational cost they incur is high enough to discourage their wide use in production rendering. We introduce a data structure called anchor, which lets us permanently link cache locations to points intersected by their nal gathering rays. Consequently, we can cheaply probe and transfer the (ir)radiance by exploiting the temporal coherence of successive animation frames, resulting in half an order of magnitude acceleration and reduced temporal artifacts. Additionally, our anchor structure lets us render moderately glossy surfaces at the cost much lower than the traditional importance sampling techniques. We also describe an efcient, perceptually motivated and independent scheme for limiting the growth in the number of irradiance caches. Finally, an implementation in practical rendering system is demonstrated.