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arXiv 2104.00618cs.GR
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基于OpenGL和体素锥跟踪的实时的全局光照

Real-Time Global Illumination Using OpenGL And Voxel Cone Tracing

Benjamin Kahl

摘要:

构建能够以交互式帧率复制全局光照模型的系统一直是计算机图形学研究人员面临的最棘手的难题之一。Cyril Crassin等人在2011年提出的体素锥跟踪利用包含环境直射光分量的体素化表示的mipmapped 3D纹理来在线性时间内跟踪漫射、镜面反射和遮挡锥,以外推朝向给定光感受器发射的表面片段间接光。似乎提供了一个良好的处理性能和物理保真度之间的平衡,本文研究了算法的理论方面的渲染方程的基础上,以及其实际的一面的上下文中的自我实现,基于OpenGL的变体。它是否可以与长期存在的替代方案(如光能传递和光线跟踪)竞争,将在后续评估中确定。

英文摘要:

Building systems capable of replicating global illumination models with interactive frame-rates has long been one of the toughest conundrums facing computer graphics researchers. Voxel Cone Tracing, as proposed by Cyril Crassin et al. in 2011, makes use of mipmapped 3D textures containing a voxelized representation of an environments direct light component to trace diffuse, specular and occlusion cones in linear time to extrapolate a surface fragments indirect light emitted towards a given photo-receptor. Seemingly providing a well-disposed balance between performance and physical fidelity, this thesis examines the algorithms theoretical side on the basis of the rendering equation as well as its practical side in the context of a self-implemented, OpenGL-based variant. Whether if it can compete with long standing alternatives such as radiosity and raytracing will be determined in the subsequent evaluation.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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