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Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
arXiv - CS - Graphics Pub Date : 2020-09-22 , DOI: arxiv-2009.10796
Zander Majercik, Adam Marrs, Josef Spjut, Morgan McGuire

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.

中文翻译:

用于生产的缩放基于探针的实时动态全局照明

我们为基于探针的辐照场可见性表示提供了几个实用的扩展,以提高图像质量、恒定和渐近性能、内存效率和艺术家控制。我们在将之前的工作整合到 NVIDIA RTXGI SDK、Unity 和 Unreal Engine 4 游戏引擎以及多个商业游戏的专有引擎的全局照明解决方案的过程中开发了这些扩展。这些扩展包括:一个单一的、直观的调整参数(“自阴影”偏差);加速全局照明转换的启发式方法;重新使用辐照度数据作为递归光泽反射的预过滤辐照度;一个探针状态机,用于修剪不会影响最终图像的工作;和大世界的多分辨率级联体积。
更新日期:2020-10-05
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