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.
翻译:我们为基于探测器的辐照场外有可见度的演示提供若干实际扩展,以提高图像质量、常态和无光性性性能、记忆效率和艺术家控制。我们在将先前的工作纳入NVIDIA RTXGI SDK、Unity and United String 4 游戏引擎和若干商业游戏的专利引擎的全球照明解决方案的过程中开发了这些扩展。这些扩展包括:单一直观调参数(“自我阴影”偏差);加速全球照明转变的惯性;将辐照数据作为预过滤的辐射光度数据重新用于循环光滑反射;一台探测国家机器用于模拟工作,不会影响最终图像;以及大型世界的多解分解量。