论文标题

基于探测的实时动态全球生产动态照明

Scaling Probe-Based Real-Time Dynamic Global Illumination for Production

论文作者

Majercik, Zander, Marrs, Adam, Spjut, Josef, McGuire, Morgan

论文摘要

我们为基于探针的可视化性表示,以提高图像质量,恒定和渐近性能,记忆效率和艺术家控制,为基于探针的辐照现场表征做出了几种实际扩展。我们在将先前的工作纳入NVIDIA RTXGI SDK的全球照明解决方案,Unity和Unreal Engine 4 Game引擎以及多个商业游戏的专有引擎中开发了这些扩展。这些扩展包括:一个直观的调谐参数(“自我阴影”偏见);在全球照明中迅速过渡的启发式;将辐照度数据重用为递归光泽反射的预滤光度;探针状态机,用于修剪不会影响最终图像的工作;以及大世界的多解决级联卷。

We contribute several practical extensions to the probe based irradiance-field-with-visibility representation to improve image quality, constant and asymptotic performance, memory efficiency, and artist control. We developed these extensions in the process of incorporating the previous work into the global illumination solutions of the NVIDIA RTXGI SDK, the Unity and Unreal Engine 4 game engines, and proprietary engines for several commercial games. These extensions include: a single, intuitive tuning parameter (the "self-shadow" bias); heuristics to speed transitions in the global illumination; reuse of irradiance data as prefiltered radiance for recursive glossy reflection; a probe state machine to prune work that will not affect the final image; and multiresolution cascaded volumes for large worlds.

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