Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps

Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps
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通过混合渲染和分层环境贴图在图形硬件上实现逼真的反射和折射

DOI:
10.2312/egwr/egwr01/289-300
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发表时间:
2001
期刊:
Rendering Techniques
影响因子:
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通讯作者:
John M. Snyder
John M. Snyder
中科院分区:
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文献类型:
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作者:
Z. S. Hakura;John M. Snyder

文献摘要

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我们介绍了混合渲染,一个计划,动态光线跟踪反射和折射物体的局部几何形状,但近似更遥远的几何形状的硬件支持的环境地图(EM)。为了限制计算,我们使用了一个贪婪的光线路径着色模型,修剪二叉光线树产生的折射对象,形成两个光线路径。我们还将光线查询限制为三角形顶点,但执行自适应镶嵌以在相邻光线路径充分不同的情况下拍摄额外的光线。通过使用分层的,参数化的EM,推断超过一组的视点样本,以匹配光线跟踪图像,我们准确地处理视差和视相关的阴影的环境。我们增加了鲁棒性的EM推断他们同时在多个视点,包括环境的几何形状,被遮挡的视点样本,但在附近的观点。我们展示了现实的光泽和玻璃物体与用户控制的观点。
We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupported environment maps (EMs). To limit computation, we use a greedy ray path shading model that prunes the binary ray tree generated by refractive objects to form just two ray paths. We also restrict ray queries to triangle vertices, but perform adaptive tessellation to shoot additional rays where neighboring ray paths differ sufficiently. By using layered, parameterized EMs that are inferred over a set of viewpoint samples to match ray traced imagery, we accurately handle parallax and view-dependent shading in the environment. We increase robustness of EMs by inferring them simultaneously across multiple viewpoints and including environmental geometry that is occluded from the viewpoint sample but is revealed in nearby viewpoints. We demonstrate realistic shiny and glass objects with a user-controlled viewpoint.