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Glossy probe reprojection for interactive global illumination
ACM Transactions on Graphics  ( IF 6.2 ) Pub Date : 2020-11-27 , DOI: 10.1145/3414685.3417823
Simon Rodriguez 1 , Thomas Leimkühler 1 , Siddhant Prakash 1 , Chris Wyman 2 , Peter Shirley 2 , George Drettakis 1
Affiliation  

Recent rendering advances dramatically reduce the cost of global illumination. But even with hardware acceleration, complex light paths with multiple glossy interactions are still expensive; our new algorithm stores these paths in precomputed light probes and reprojects them at runtime to provide interactivity. Combined with traditional light maps for diffuse lighting our approach interactively renders all light paths in static scenes with opaque objects. Naively reprojecting probes with glossy lighting is memory-intensive, requires efficient access to the correctly reflected radiance, and exhibits problems at occlusion boundaries in glossy reflections. Our solution addresses all these issues. To minimize memory, we introduce an adaptive light probe parameterization that allocates increased resolution for shinier surfaces and regions of higher geometric complexity. To efficiently sample glossy paths, our novel gathering algorithm reprojects probe texels in a view-dependent manner using efficient reflection estimation and a fast rasterization-based search. Naive probe reprojection often sharpens glossy reflections at occlusion boundaries, due to changes in parallax. To avoid this, we split the convolution induced by the BRDF into two steps: we precompute probes using a lower material roughness and apply an adaptive bilateral filter at runtime to reproduce the original surface roughness. Combining these elements, our algorithm interactively renders complex scenes while fitting in the memory, bandwidth, and computation constraints of current hardware.

中文翻译:

用于交互式全局照明的光泽探针重投影

最近的渲染进步极大地降低了全局照明的成本。但即使使用硬件加速,具有多个光泽交互的复杂光路仍然很昂贵;我们的新算法将这些路径存储在预先计算的光探测器中,并在运行时重新投影它们以提供交互性。结合用于漫射照明的传统光照贴图,我们的方法以交互方式渲染具有不透明对象的静态场景中的所有光路。使用光泽照明简单地重新投影探针是内存密集型的,需要有效访问正确反射的辐射,并且在光泽反射中的遮挡边界处会出现问题。我们的解决方案解决了所有这些问题。为了最小化内存,我们引入了一种自适应光探针参数化,为更闪亮的表面和更高几何复杂度的区域分配更高的分辨率。为了有效地采样光滑路径,我们新颖的收集算法使用有效的反射估计和基于快速光栅化的搜索以依赖于视图的方式重新投影探针纹理。由于视差的变化,朴素的探针重投影通常会在遮挡边界处锐化光泽反射。为了避免这种情况,我们将 BRDF 引起的卷积分为两个步骤:我们使用较低的材料粗糙度预先计算探针,并在运行时应用自适应双边滤波器来重现原始表面粗糙度。结合这些元素,我们的算法交互式地渲染复杂场景,同时适应当前硬件的内存、带宽和计算限制。
更新日期:2020-11-27
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