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Global illumination in sparse voxel octrees
The Visual Computer ( IF 3.0 ) Pub Date : 2021-03-08 , DOI: 10.1007/s00371-021-02078-6
Nelson Max

This paper enhances the voxel-to-voxel radiance shooting, propagation, and scattering algorithm of Max [20]. It reduces the memory requirements by storing the radiance only on the occupied cells of a sparse voxel octree and by sampling only 24 propagation direction bins instead of 96 or more. It gives a modification of the propagation algorithm to compensate for the larger solid angle of the direction bins and allows for position-dependent fully anisotropic scattering. For a volume of \(n^3\) voxels, the computation time is \(O(n^3(\mathrm {log}\,n)^{3/2})\).



中文翻译:

稀疏体素八叉树的整体照明

本文增强了Max [20]的体素到体素辐射的拍摄,传播和散射算法。通过仅在稀疏体素八叉树的被占用单元上存储辐射并通过仅采样24个传播方向容器(而不是96个或更多)来降低内存需求。它对传播算法进行了修改,以补偿方向箱的较大立体角,并允许位置相关的完全各向异性散射。对于体积为\(n ^ 3 \)的体素,计算时间为\(O(n ^ 3(\ mathrm {log} \,n)^ {3/2})\)

更新日期:2021-03-09
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