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作 者:Zhenni Wang Tze Yui Ho Yi Xiao Chi Sing Leung
机构地区:[1]Department of Electrical Engineering,City University of Hong Kong,Kowloon,Hong Kong SAR,China [2]School of Design,Hunan University,Changsha,China
出 处:《Computational Visual Media》2024年第6期1045-1062,共18页计算可视媒体(英文版)
基 金:supported by the Innovation and Technology Fund from the Innovation and Technology Commission of the Hong Kong Special Administrative Region(Fund Number ITS/065/21).
摘 要:Direct illumination rendering is an impor-tant technique in computer graphics.Precomputed radiance transfer algorithms can provide high quality rendering results in real time,but they can only support rigid models.On the other hand,ray tracing algorithms are fexible and can gracefully handle animated models.With NVIDIA RTX and the AI denoiser,we can use ray tracing algorithms to render visually appealing results in real time.Visually appealing though,they can deviate from the actual one considerably.We propose a visibility-boundary edge oriented infinite triangle bounding volume hierarchy(BVH)traversal algorithm to dynamically generate visibility in vector form.Our algorithm utilizes the properties of visibility-boundary edges and infinite triangle BVH traversal to maximize the efficiency of the vector form visibility generation.A novel data structure,temporal vectorized visibility,is proposed,which allows visibility in vector form to be shared across time and further increases the generation efficiency.Our algorithm can efficiently render close-to-reference direct illumination results.With the similar processing time,it provides a visual quality improvement around 10 dB in terms of peak signal-to-noise ratio(PSNR)w.r.t.the ray tracing algorithm reservoir-based spatiotemporal importance resampling(ReSTIR).
关 键 词:VISIBILITY visibility-boundary edge line sampling ray tracing
分 类 号:TP3[自动化与计算机技术—计算机科学与技术]
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