Presenting real-time rendering of 3D surfaces using radiance textures for fast synthesis of complex incidence-variable effects and environment interactions. This includes iridescence, parallax occlusion and interior mapping, (specular, regular, diffuse, total-internal) reflections with many bounces, refraction, subsurface scattering, transparency, and possibly more. This method divides textures into a matrix of radiance buckets, where each bucket represent some data at various incidence angles. Data can show final pixel color, or deferred rendering ambient occlusion, reflections, shadow map, etc. Resolution of the final synthesized output is the radiance bucket matrix size. Technique can be implemented with a simple fragment shader. The computational footprint of this technique is of simple diffuse-only graphics, but with visual fidelity of complex (off-line) ray-traced render at the cost of storage memory footprint. Balance between computational footprint and storage memory footprint can be easily achieved with variable compression ratio of repetitive radiance scene textures.
翻译:使用弧度纹理实时展示 3D 表面, 用于快速合成复杂事件可变效应和环境相互作用。 这包括 iridescence、 parllax 封闭度和内部映射, 包括许多反射、 折射、 地表下散射、 透明, 可能更多 。 这种方法将 3D 表面的纹理分解成一个弧度桶矩阵, 每个桶代表不同事件角度的一些数据 。 数据可以显示最后像素颜色, 或延迟形成环境封闭、 反射、 影子地图等 。 最后合成结果的解析度是光亮桶矩阵大小 。 技术可以使用简单的碎片遮光镜执行 。 这一技术的计算足迹是简单易散射的图形, 但以存储记忆足迹的成本( 离线) 显示复杂( 离线) 的线轨迹 。 计算足迹和存储记忆足迹之间的平衡可以很容易实现, 与重复的弧度图像的可变压缩比 。