计算机工程Issue(12):294-297,4.DOI:10.3969/j.issn.1000-3428.2013.12.063
基于锥形射线族投射的非直接光照算法
Indirect Illumination Algorithm Based on Cone-rays Cast
吴福祥 1董健康 2周付根1
作者信息
- 1. 北京航空航天大学图像中心,北京 100191
- 2. 中国民航大学航空自动化学院,天津 300300
- 折叠
摘要
Abstract
The indirect lighting calculations based on the ray-cast is a time-consuming process, therefore, the number of samples is limited in interactive program. Considered of spatial correlation, cone-ray cast algorithm is proposed to alleviate insufficient samples. It employs conical boundary to pre-exclude scene’s elements, and implements in GPU as stack-less algorithm, additionally, optimizes storage location of the data to achieve the wider bandwidth, which is implemented by employ OpenGL and OpenCL. The result shows that the algorithm can efficiently compute indirect illumination, and brings about two-fold performance increase.关键词
非直接光照/射线投射/锥形射线族/无堆栈算法/重要性采样/渲染方程/通用目的GPU计算Key words
indirect illumination/ray-cast/cone-rays/stackless algorithm/importance sampling/render equation/general purpose GPU computing分类
信息技术与安全科学引用本文复制引用
吴福祥,董健康,周付根..基于锥形射线族投射的非直接光照算法[J].计算机工程,2013,(12):294-297,4.