Sampling Precomputed Volumetric Lighting
نویسندگان
چکیده
Precomputing volumetric lighting allows realistic mutual shadowing and reflections between objects with little run-time cost: for example, using an irradiance volume the shadows and reflections due to a static scene can be precomputed into a 3D grid and this grid can be used to shade moving objects at run-time. However, a rather low spatial resolution has to be used to keep the memory requirements acceptable. For this reason, these methods often suffer from aliasing artifacts. In this article we introduce a new sampling algorithm for precomputing lighting in to a regular 3D grid. The advantage of the new method is that it dramatically reduces aliasing while adding only a small overhead for the precomputation time. Additionally, the run-time component does not have to be changed at all.
منابع مشابه
Rendering Microgeometry with Volumetric Precomputed Radiance Transfer
Although computer graphics hardware has made tremendous advances over the last few years, there are many things which are still not feasible to render in realtime. One of these is the subset of surfaces referred to as ’microgeometry,’ where many small individual pieces combine to create a complex surface. Microgeometry is a problem for typical polygonal rendering systems, the method used in the...
متن کاملReal-Time Global Illumination Using Precomputed Illuminance Composition with Chrominance Compression
In this paper we present a new real-time approach for indirect global illumination under dynamic lighting conditions. We use surfels to gather a sampling of the local illumination and propagate the light through the scene using a hierarchy and a set of precomputed light transport paths. The light is then aggregated into caches for lighting static and dynamic geometry. By using a spherical harmo...
متن کاملNon-Linear Phase-Shifting of Haar Wavelets for Run-Time All-Frequency Lighting
This paper focuses on real-time all-frequency image-based rendering using an innovative solution for run-time computation of light transport. The approach is based on new results derived for non-linear phase shifting in the Haar wavelet domain. Although image-based methods for real-time rendering of dynamic glossy objects have been proposed, they do not truly scale to all possible frequencies a...
متن کاملReal-time Volumetric Lighting in Participating Media
Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve the overall realism of the images. This volumetric effect has been well studied in the context of off-line rendering but is still challenging for interactive applications. In this paper we present a GPU-based algorithm to compute volumetric light-shafts generated by single scattering in participa...
متن کاملPrecomputed Radiance Transfer for Real-time Indirect Lighting using a Spectral Mesh Basis
Simulating indirect lighting effects has been a challenging topic in many real-time rendering and design applications. This paper presents a novel method, based on precomputed radiance transfer, for rendering physically based, multi-bounce indirect lighting in real-time. Our key idea is to represent both the direct lighting and precomputed diffuse indirect transfer using a spectral mesh basis s...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- J. Graphics Tools
دوره 11 شماره
صفحات -
تاریخ انتشار 2006