摘要
由于小波相比球面谐波函数能够更好地表现许多高频光照细节,哈尔小波被越来越多地被应用在许多基于PRT的全局光照渲染算法中。在PRT框架下,利用小波变换对光照、遮挡、BRDF等函数进行预处理。然后,利用所得到的预处理数据,在GPU上来实时地渲染软阴影。在渲染过程中,使用Tree-structured算法来计算渲染方程。为了能在GPU上实现该算法,对该算法中所用到数据结构的实现方式进行重新设计,并对该算法的实现过程进行调整和优化。同时,利用GPU的一些特性,在一些实现细节上也进行了相应优化。
Superior at approximating high-frequency lighting than spherical harmonics function, wavelets have been increasingly adopted in PRT-based global light rendering algorithm. Lighting,occlusion and BRDF functions are pre-processed on Haar wavelet basis in PRT framework. Soft shadows are then rendered on GPU at runtime using the pre-processed coefficients. The tree-structured algorithm is used to evaluate the Rendering Equation during the rendering process. Lots of modification has been done on the implementing mode of data structure used in the algorithm to accommodate its accomplishment on the GUP in runtime environment, and great deal of adjustment and optimization have been made on its implementing process. Meanwhile, some corresponding optimization in operation detail is made as well using the characters of GPU.
出处
《计算机应用与软件》
CSCD
2009年第7期228-231,共4页
Computer Applications and Software
关键词
软阴影
哈尔小波
PRT
Soft shadow
Haar wavelets
Precomputed radiance transfer(PRT)