Radiance transfer biclustering for real-time all-frequency biscale rendering.

IEEE Transactions on Visualization and Computer Graphics(2011)

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摘要
We present a real-time algorithm to render all-frequency radiance transfer at both macro-scale and meso-scale. At a meso-scale, the shading is computed on a per-pixel basis by integrating the product of the local inci- dent radiance and a bidirectional texture function. While at a macro-scale, the precomputed transfer matrix, which transfers the global incident radiance to the local incident radiance at each vertex, is losslessly compressed by a novel biclustering technique. The biclustering is directl y applied on the radiance transfer represented in a pixel basis, on which the BTF is naturally defined. It exploits the coherence in the transfer matrix and a property of matrix element values to reduce both storage and runtime computation cost. Our new algorithm renders at real- time frame rates realistic materials and shadows under all-frequency direct environment lighting. Comparisons show that our algorithm is able to generate images that compare favorably with reference ray tracing results, and has obvious advantages over alternative methods in storage and preprocessing time. Index Terms—Illumination, Rendering, Shadow Algo- rithm, Graphics Hardware.
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关键词
shading,global incident radiance,new algorithm render,pattern clustering,all-frequency direct environment lighting,realistic materials,ray tracing,radiance transfer biclustering,lossless compression,shadows,local incident radiance,direct environment lighting,all-frequency radiance transfer,matrix algebra,real-time algorithm,transfer matrix,rendering (computer graphics),radiance transfer,graphics hardware.,real-time all-frequency biscale rendering,matrix element value,precomputed transfer matrix,bidirectional texture function,rendering,image texture,illumination,shadow algorithm,graphics hardware,indexing terms,materials,pixel,transfer functions,lighting,real time,coherence
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