论文标题
谐波虚拟灯:在球形谐波上的亮度场快速投影以有效渲染
Harmonics Virtual Lights : fast projection of luminance field on spherical harmonics for efficient rendering
论文作者
论文摘要
在本文中,我们介绍了谐波虚拟灯(HVL),以模拟间接的光源,以进行交互式全局照明动态3D场景。虚拟点灯(VPL)是定义间接光源并评估所得间接照明的有效方法。尽管如此,VPL遭受了令人不安的人工制品的困扰,尤其是使用高频材料。虚拟球形灯(VSL)通过考虑球而不是点来避免使用这些工件,但使用蒙特卡洛估算了照明积分,从而导致最终图像中的噪声。我们将HVL定义为球形谐波(SH)框架中VSL的扩展,定义了照明整体评估的封闭形式。我们提出,比现有方法更快地提出了球形灯贡献的有效SH投影。计算传出的亮度需要$ \ MATHCAL {O}(n)$操作时使用带有圆形对称叶的材料,而$ \ Mathcal {o}(n^2)$对于一般情况下的操作,其中$ n $是$ n $是SH乐队的数量。 HVL可以与参数或测量的BRDF一起使用,而无需额外的成本,并通过减少或增加用于SH投影的频带限制来控制渲染时间和图像质量。我们的方法尤其精通,以在互动时间内使用任意BRDF来形成中等频率的一次性全球照明。
In this paper, we introduce Harmonics Virtual Lights (HVL), to model indirect light sources for interactive global illumination of dynamic 3D scenes. Virtual Point Lights (VPL) are an efficient approach to define indirect light sources and to evaluate the resulting indirect lighting. Nonetheless, VPL suffer from disturbing artifacts, especially with high frequency materials. Virtual Spherical Lights (VSL) avoid these artifacts by considering spheres instead of points but estimates the lighting integral using Monte Carlo which results to noise in the final image. We define HVL as an extension of VSL in a Spherical Harmonics (SH) framework, defining a closed form of the lighting integral evaluation. We propose an efficient SH projection of spherical lights contribution faster than existing methods. Computing the outgoing luminance requires $\mathcal{O}(n)$ operations when using materials with circular symmetric lobes, and $\mathcal{O}(n^2)$ operations for the general case, where $n$ is the number of SH bands. HVL can be used with either parametric or measured BRDF without extra cost and offers control over rendering time and image quality, by either decreasing or increasing the band limit used for SH projection. Our approach is particularly well designed to render medium-frequency one-bounce global illumination with arbitrary BRDF in interactive time.