Horizon-based indirect illumination efficiently estimates a diffuse light bounce in screen space by analytically integrating the horizon angle difference between samples along a given direction. Like other horizon-based methods, this technique cannot properly simulate light passing behind thin surfaces. We propose the concept of a visibility bitmask that replaces the two horizon angles by a bit field representing the binary state (occluded / un-occluded) of N sectors uniformly distributed around the hemisphere slice. It allows light to pass behind surfaces of constant thickness while keeping the efficiency of horizon-based methods. It can also do more accurate ambient lighting than bent normal by sampling more than one visibility cone. This technique improves the visual quality of ambient occlusion, indirect diffuse, and ambient light compared to previous screen space methods while minimizing noise and keeping a low performance overhead.
翻译:基于地平线的间接照明有效估计了在屏幕空间中反射的散光光,方法是通过分析整合特定方向样本之间的视距角度差异。与其他基于地平线的方法一样,这种技术无法恰当地模拟光照过薄表面。我们提议了一个可视化位图的概念,用代表北半球切片统一分布的北段的二元状态(隐蔽/未隐蔽)的微小字段取代两个地平线角。它允许光线在保持以地平线为基础的方法效率的同时从恒定厚的表面后面穿过。通过取样不止一个可见锥体,还可以比正常的弯曲更精确的环境照明。这一技术可以提高环境封闭、间接扩散和环境光的视觉质量,而比以前的屏幕空间方法更接近,同时尽量减少噪音和保持低性能顶端。