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Physically-Based Real-Time Diffraction Using Spherical Harmonics

机译:使用球谐函数的基于物理的实时衍射

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摘要

Diffraction, interference, dispersive refraction and scattering are four wavelength-dependent mechanisms that produce iridescent colors. Wavelength-dependent functions need to be sampled at discrete wavelengths in the visible spectrum, which increases the computational intensity of rendering iridescence. Furthermore, diffraction requires careful sampling since its response function varies at a higher frequency variation with sharper peaks than interference or dispersive refraction. Consequently, rendering physically accurate diffraction has previously either been approximated using simplified color curves, or been limited to offline rendering techniques such as ray tracing. We propose a technique for real-time rendering of physically accurate diffraction on programmable hardware. Our technique adaptively samples the diffraction BRDF and precomputes it to Spherical Harmonic (SH) basis that preserves the peak intensity of the reflected light. While previous work on diffraction used low dynamic range lights, we preserve the full dynamic range of the incident illumination and the diffractive response over the entire hemisphere of incoming light directions. We defer conversion from a wavelength representation to a tone mapped RGB triplet until display.
机译:衍射,干涉,色散折射和散射是四种产生虹彩颜色的波长相关机制。需要在可见光谱中的离散波长处采样与波长相关的函数,这会增加渲染虹彩的计算强度。此外,衍射需要仔细取样,因为其响应函数在较高的频率变化下具有比干涉或色散折射更高的峰值。因此,以前使用简化的颜色曲线可以近似估计渲染物理上准确的衍射,或者仅限于脱机渲染技术(例如光线跟踪)。我们提出了一种在可编程硬件上实时渲染物理精确衍射的技术。我们的技术自适应地对衍射BRDF进行采样,并将其预先计算为球形谐波(SH),以保留反射光的峰值强度。尽管以前的衍射工作使用的是低动态范围的光,但我们保留了入射照明的整个动态范围以及入射光方向整个半球的衍射响应。我们将转换从波长表示转换为色调映射的RGB三联体,直到显示为止。

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