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1 Introduction
Real-time rendering of dynamic scenes illuminated by complex,
all-frequency lighting with highly glossy BRDFs remains a challenging
problem. Although several methods have been proposed
to render dynamic scenes, these methods can not handle
deformable objects [Zhou et al. 2005], all-frequency lighting
[Ren et al. 2006; Nowrouzezahrai et al. 2009], or highly glossy
BRDFs [Annen et al. 2008].
We propose a real-time rendering method for dynamic scenes under
all-frequency environmental lighting. To render the object surfaces,
the product of the environmental lighting, the visibility function
and the BRDF is integrated at each shading point. Our method
represents the environmental lighting and the BRDFs with spherical
Gaussians and represents the visibility functions with spherical
signed distance functions (SSDFs). Although these representations
enable us to render scenes under all-frequency lighting in real-time,
the previous method [Wang et al. 2009] is limited to static scenes
since the computational costs of SSDFs are quite high.
To address this problem, we propose a simple but efficient calculation
method of SSDFs by approximating the object geometries with
a set of spheres. Our GPU implementation achieves real-time rendering
of fully dynamic scenes where the viewpoints, lighting, and
BRDFs can be changed at run-time and objects can move, rotate
and deform in real-tim |
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