This study introduces an approximation for rendering one bounce glossy interreflection in real time. The solution is based on the most representative point (MRP) and extends to a sampling disk near the MRP. Our algorithm represents geometry as rectangle proxies and specular reflections using a spherical Gaussian. The reflected radiance from the disk was efficiently approximated by selecting a representative attenuation axis in the sampling disk. We provide an efficient approximation of the glossy interreflection and can efficiently perform the approximation at runtime. Our method uses forward rendering (without using GBuffer), which is more suitable for platforms that favor forward rendering, such as mobile applications and virtual reality.
翻译:本研究引入了实时跳动光滑间距的近似值。 解决方案基于最有代表性的点( MRP), 并延伸到MRP附近的一个取样盘。 我们的算法代表了使用球形高山的矩形近身和镜像反射。 磁盘反射的弧度通过在取样盘中选择一个有代表性的减低轴来有效近似值。 我们为光滑干涉提供了有效的近似值, 并且可以在运行时有效进行近似。 我们的方法使用前向投影( 不使用 GBuffer ), 这更适合更有利于前向投影的平台, 如移动应用程序和虚拟现实 。