基于定标探针的实时的动态全局光照
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
摘要:
我们贡献了几个实际的扩展,以探针为基础的辐照场与可见度表示,以提高图像质量,恒定和渐近性能,内存效率,和艺术家的控制。我们在将之前的工作整合到NVIDIA RTXGI SDK、Unity和虚幻引擎4游戏引擎以及多个商业游戏的专有引擎的全局光照解决方案中的过程中开发了这些扩展。这些扩展包括:一个直观的调整参数(“自阴影”偏置);加速全局光照转换的算法;重复使用辐照度数据作为递归光泽反射的预过滤辐射;探针状态机来修剪不会影响最终图像的工作;以及用于大世界的多分辨率级联体积。
英文摘要:
We contribute several practical extensions to the probe based irradiance-field-with-visibility representation to improve image quality, constant and asymptotic performance, memory efficiency, and artist control. We developed these extensions in the process of incorporating the previous work into the global illumination solutions of the NVIDIA RTXGI SDK, the Unity and Unreal Engine 4 game engines, and proprietary engines for several commercial games. These extensions include: a single, intuitive tuning parameter (the "self-shadow" bias); heuristics to speed transitions in the global illumination; reuse of irradiance data as prefiltered radiance for recursive glossy reflection; a probe state machine to prune work that will not affect the final image; and multiresolution cascaded volumes for large worlds.
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