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Pre‐computed Gathering of Multi‐Bounce Glossy Reflections
Authors:Jurgen Laurijssen  Rui Wang  Ares Lagae  Philip Dutré
Affiliation:1. Katholieke Universiteit Leuven, Belgium {jurgen.laurijssen@cs.kuleuven.be, ares.lagae@cs.kuleuven.be, philip.dutre@cs.kuleuven.be};2. University of Massachussetts at Amherst, MA, USA ruiwang@cs.umass.edu
Abstract:Recent work in interactive global illumination addresses diffuse and moderately glossy indirect lighting effects, but high‐frequency effects such as multi‐bounce reflections on highly glossy surfaces are often ignored. Accurately simulating such effects is important to convey the realistic appearance of materials such as chrome and shiny metal. In this paper, we present an efficient method for visualizing multi‐bounce glossy reflections at interactive rates under environment lighting. Our main contribution is a pre‐computation–based method which efficiently gathers subsequent highly glossy reflection passes modelled with a non‐linear transfer function representation based on the von Mises–Fisher distribution. We show that our gathering method is superior to scattered sampling. To exploit the sparsity of the pre‐computed data, we apply perfect spatial hashing. As a result, we are able to visualize multi‐bounce glossy reflections at interactive rates at a low pre‐computation cost.
Keywords:global Illumination  real‐time rendering  I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—  Color, shading, shadowing, and texture
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