Binary space partitioning visibility tree for polygonal and environment light rendering

Binary space partitioning visibility tree for polygonal and environment light rendering
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用于多边形和环境光渲染的二元空间分区可见性树

DOI:
10.1007/s00371-021-02181-8
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发表时间:
2021
期刊:
The Visual Computer
影响因子:
--
通讯作者:
Iwasaki Kei
Iwasaki Kei
中科院分区:
--
文献类型:
--
作者:
Okuno Hiroki;Iwasaki Kei

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在本文中,我们提出了一种几何方法来渲染多边形光源下基于物理的材料的阴影。多边形光源的直接光照计算涉及光照的三重积积分、双向反射分布函数(BRDF)和多边形域上的可见度函数,这是计算密集型的。为了实现实时性能,研究多边形明暗处理利用了沿多边形光的边缘的边界积分的解析解,但代价是缺乏阴影效果。为了保留边界积分闭合解的优点,我们引入了预计算可见性函数的层次表示法。我们的方法将多边形光细分为一组从要着色的点可见的多边形光。实验结果表明,该方法能够以交互帧速率从多边形光源中绘制出具有GGX微面BRDF的复杂阴影。此外,我们的能见度表示可以很容易地融入环境照明。
In this paper, we present a geometric approach to render shadows for physically based materials under polygonal light sources. Direct illumination calculation from a polygonal light source involves the triple product integral of the lighting, the bidirectional reflectance distribution function (BRDF), and the visibility function over the polygonal domain, which is computation intensive. To achieve real-time performance, work on polygonal light shading exploits analytical solutions of boundary integrals along the edges of the polygonal light at the cost of lacking shadowing effects. We introduce a hierarchical representation for the precomputed visibility function to retain the merits of closed-form solutions for boundary integrals. Our method subdivides the polygonal light into a set of polygons visible from a point to be shaded. Experimental results show that our method can render complex shadows with a GGX microfacet BRDF from polygonal light sources at interactive frame rates. In addition, our visibility representation can be easily incorporated into environment lighting.
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