期刊名称:UPGRADE: The European Journal for the Informatics Professional
印刷版ISSN:1684-5285
出版年度:2010
卷号:XI
期号:06
出版社:Council of European Professional Informatics Societies
摘要:This paper describes the technique for computing diffused light transfer and shows how it can be used to compute global illumination for animated scenes in computer games and real-time systems which require realistic representation of images at high frame rates. The technique is efficient enough when implemented on a fast GPU (Graphic Processing Unit) to calculate ambient occlusion and indirect lighting data on the fly for each rendered frame. It does not have the limitations of pre-computed radiance transfer (PRT) or pre-computed ambient occlusion techniques, which are limited to rigid objects that do not move relative to one another. Here we present a simplified illumination model which is derived from the rendering equation and develop computation algorithms that can be efficiently executed by the GPU. The model consists of two parts, the ambient occlusion part describing the influence of the far part of the scene, and the indirect illumination part, which is responsible for local interactions. Both parts are directional integrals, and we discuss and compare different alternatives for their accurate estimation