首页 | 本学科首页   官方微博 | 高级检索  
     


Fast Filtering of Reflection Probes
Authors:Josiah Manson  Peter‐Pike Sloan
Abstract:Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real‐time. Cubemap filtering has also become a bottleneck in the content processing pipeline. We have developed a two‐pass filtering algorithm that is specialized for isotropic reflection kernels, is several times faster than existing algorithms, and produces superior results. The first pass uses a quadratic b‐spline recurrence that is modified for cubemaps. The second pass uses lookup tables to determine optimal sampling in terms of placement, mipmap level, and coefficients. Filtering a full 1282 cubemap on an NVIDIA GeForce GTX 980 takes between 160 µs and 730 µs with out method, depending on the desired quality.
Keywords:Categories and Subject Descriptors (according to ACM CCS)  I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—  Color, shading, shadowing, and texture
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号