In this paper, we introduce Harmonics Virtual Lights (HVL), to model indirect light sources for interactive global illumination of dynamic 3D scenes. Virtual Point Lights (VPL) are an efficient approach to define indirect light sources and to evaluate the resulting indirect lighting. Nonetheless, VPL suffer from disturbing artifacts, especially with high frequency materials. Virtual Spherical Lights (VSL) avoid these artifacts by considering spheres instead of points but estimates the lighting integral using Monte Carlo which results to noise in the final image. We define HVL as an extension of VSL in a Spherical Harmonics (SH) framework, defining a closed form of the lighting integral evaluation. We propose an efficient SH projection of spherical lights contribution faster than existing methods. Computing the outgoing luminance requires $\mathcal{O}(n)$ operations when using materials with circular symmetric lobes, and $\mathcal{O}(n^2)$ operations for the general case, where $n$ is the number of SH bands. HVL can be used with either parametric or measured BRDF without extra cost and offers control over rendering time and image quality, by either decreasing or increasing the band limit used for SH projection. Our approach is particularly well designed to render medium-frequency one-bounce global illumination with arbitrary BRDF in interactive time.
翻译:在本文中,我们引入了调音虚拟光(HVL),以模拟间接光源,为动态三维场景的交互式全球光照进行模拟性全球光照。虚拟点光(VPL)是界定间接光源和评价间接光照的有效方法。然而,VPL受干扰的工艺品,特别是高频材料。虚拟球光(VSL)通过考虑范围而不是点来避免这些工艺品。虚拟球光(HVL)通过利用蒙特卡洛(Monte Carlo)来估计光的集成部分,从而在最后图像中产生噪音。我们把HVLL定义为VSL在球调(SH)框架中的延伸,定义了一种封闭的综合照明评价形式。我们建议对球光贡献的高效SH投射速比现有方法要快。计算出外光需要$\mathcal{O}(n)$(n)的操作,而使用月亮*(n2美元)的操作是SHDR波段数。HL(SL)可以使用一种准或测量式综合评价方式,用一种分数或测量式的光光光速投影,而无需高频平平平平平平段,以降低成本。