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arXiv 2406.07906cs.GR
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动态场景的混合渲染

Hybrid Rendering for Dynamic Scenes

Alexandr Kuznetsov, Stavros Diolatzis, Anton Sochenov, Anton Kaplanyan

AI总结:

本文提出一种混合渲染方法,利用预计算和神经网络捕获静态场景光传输,仅渲染动态差异部分,从而在动态场景中高效实现高质量全局光照。

摘要:

尽管算法和硬件取得了显著进步,全局光照在实时领域仍然是一个挑战。时间限制常常迫使开发者要么在全局光照的质量上做出妥协,要么完全忽略它。我们利用现代游戏中的一种常见设置:一个关卡集合,即一个包含动态角色和光照的静态场景。我们提出了一种在动态场景中高效且准确地渲染全局光照的新方法。我们的混合技术利用预计算和神经网络来捕获静态场景的光传输。然后,我们提出一种方法来计算当前场景与我们已经预计算过的静态场景之间的差异。通过预计算处理大部分光传输,我们的方法只需要渲染最小的差异,从而降低噪声并提高质量。

英文摘要:

Despite significant advances in algorithms and hardware, global illumination continues to be a challenge in the real-time domain. Time constraints often force developers to either compromise on the quality of global illumination or disregard it altogether. We take advantage of a common setup in modern games: having a set of a level, which is a static scene with dynamic characters and lighting. We introduce a novel method for efficiently and accurately rendering global illumination in dynamic scenes. Our hybrid technique leverages precomputation and neural networks to capture the light transport of a static scene. Then, we introduce a method to compute the difference between the current scene and the static scene, which we already precomputed. By handling the bulk of the light transport through precomputation, our method only requires the rendering of a minimal difference, reducing the noise and increasing the quality.

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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