Interactive caustics using local precomputed irradiance

Interactive caustics using local precomputed irradiance
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使用局部预计算辐照度的交互式焦散

DOI:
10.1109/pccga.2004.1348344
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发表时间:
2004
期刊:
12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.
影响因子:
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通讯作者:
P. Shirley
P. Shirley
中科院分区:
--
文献类型:
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作者:
Chris Wyman;C. Hansen;P. Shirley

文献摘要

被引文献

相似文献

通过反射或折射物体聚焦到无光泽表面上的明亮光图案称为“焦散”。我们提出了一种以交互速率绘制动态场景的方法。这种技术需要一些简化的假设焦散的行为,使我们能够考虑它的本地空间属性,我们在预处理阶段的样本。本地存储焦散将焦散渲染限制为简单查找。我们研究了许多表示这些数据的方法,使我们能够在准确性、存储、运行时间和预计算时间之间进行权衡。
Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a preprocessing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of ways to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time.