Faster Photon Map Global Illumination

Faster Photon Map Global Illumination
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DOI:
10.1080/10867651.1999.10487505
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发表时间:
1999-11
期刊:
J. Graphics, GPU, & Game Tools
影响因子:
--
通讯作者:
Per H. Christensen
Per H. Christensen
中科院分区:
其他
文献类型:
--
作者:
Per H. Christensen

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光子贴图方法是光线跟踪的扩展,使其能够有效地计算表面和参与介质上的焦散和软间接照明。本文介绍了一种方法,以进一步加快计算软间接照明(漫-漫光传输,如颜色出血)的表面。加速是基于这样的观察,即在最终聚集期间在全局光子图中的许多查找可以通过预先计算光子位置处的局部辐照度值来简化。我们的测试表明,在渲染过程中,软间接照明的计算,这是最耗时的部分,在典型场景中可以加快5 n7倍,代价是1)预先计算,大约需要2%n5%的渲染期间节省的时间和2)28%的内存使用增加。
The photon map method is an extension of ray tracing that makes it able to efciently compute caustics and soft indirect illumination on surfaces and in participating media. This paper describes a method to further speed up the computation of soft indirect illumination (diffuse-diffuse light transport such as color bleeding) on surfaces. The speed- up is based on the observation that the many look-ups in the global photon map during nal gathering can be simplied by precomputing local irradiance values at the photon positions. Our tests indicate that the calculation of soft indirect illumination during rendering, which is the most time-consuming part, can be sped up by a factor of 5n7 in typical scenes at the expense of 1) a precomputation that takes about 2%n5% of the time saved during rendering and 2) a 28% increase of memory use.