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Foveated light culling
Computers & Graphics ( IF 2.5 ) Pub Date : 2021-04-24 , DOI: 10.1016/j.cag.2021.04.021
Qinqi Yang , Zhuxin Chen , Yanli Liu , Guanyu Xing , Yanci Zhang

In this paper, we propose a novel Foveated Light Culling (FLC) method to efficiently approximate global illumination for foveated rendering in virtual reality applications. The key idea is to cull the virtual point lights (VPLs) in accordance with their contribution to the visual perception, which makes the loss of details caused is imperceptible to the human eyes. Based on this idea and the features of human visual system (HVS), we calculate the contribution of each VPL according to samples generated from a perceptual importance map. By estimating the local visibility between VPLs and samples, our method can greatly improve the performance during the process of evaluating contributions. Our method is able to produce high-quality single-bounce diffuse-to-diffuse indirect illumination in the foveal region at real-time frame rate while supporting dynamic scenes and light sources. Furthermore, the experiments show that our approach makes a good balance between foveal quality and render efficiency.



中文翻译:

偏光剔除

在本文中,我们提出了一种新颖的偏光剔除(FLC)方法可有效地近似虚拟照明应用中偏向渲染的全局照明。关键思想是根据虚拟点光源(VPL)对视觉感知的贡献来剔除虚拟点光源(VPL),从而使人眼无法察觉所造成的细节损失。基于此想法和人类视觉系统(HVS)的特征,我们根据感知重要性图生成的样本计算每个VPL的贡献。通过估计VPL和样本之间的局部可见性,我们的方法可以在评估贡献的过程中极大地提高性能。我们的方法能够以实时帧速率在中央凹区域产生高质量的单反射漫反射到漫反射间接照明,同时支持动态场景和光源。此外,

更新日期:2021-05-12
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