Physically Based Area Lighting Model for Real-Time Animation

Physically Based Area Lighting Model for Real-Time Animation
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用于实时动画的基于物理的区域照明模型

DOI:
10.1007/978-3-319-46418-3_7
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发表时间:
2016
影响因子:
8.9
通讯作者:
P. Napieralski
P. Napieralski
中科院分区:
计算机科学2区
文献类型:
--
作者:
M. Olejnik;D. Szajerman;P. Napieralski

文献摘要

被引文献

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基于物理的绘制并不是一个新概念,它在科学领域已经被追求了很长一段时间。然而,直到最近,新一代游戏机才允许对更昂贵的算法进行实时调整和计算。本文分析了几何发射体(面光源)接收到的光照的近似方法,并与蒙特卡罗数值积分算法计算的地面真实参考模型进行了比较。
Physically based rendering is not a new concept and it has been pursued in the scientific fields for a long time. However, it has not been until recently that the new generation of game consoles allowed more expensive algorithms to be adapted and computed in real-time constraints. In this paper, we analyse methods of approximating the lighting received from geometrical emitters (area lights) and compare them to the ground truth reference model computed through the Monte Carlo numerical integration algorithm.