Building systems capable of replicating global illumination models with interactive frame-rates has long been one of the toughest conundrums facing computer graphics researchers. Voxel Cone Tracing, as proposed by Cyril Crassin et al. in 2011, makes use of mipmapped 3D textures containing a voxelized representation of an environments direct light component to trace diffuse, specular and occlusion cones in linear time to extrapolate a surface fragments indirect light emitted towards a given photo-receptor. Seemingly providing a well-disposed balance between performance and physical fidelity, this thesis examines the algorithms theoretical side on the basis of the rendering equation as well as its practical side in the context of a self-implemented, OpenGL-based variant. Whether if it can compete with long standing alternatives such as radiosity and raytracing will be determined in the subsequent evaluation.
翻译:长期以来,能够复制具有互动框架率的全球照明模型的建筑系统一直是计算机图形研究人员面临的最棘手难题之一。 2011年Crasin等人提议的Voxel Cone Track, 使用含有环境氧化表达法的三维缩略图, 直接通过光组件在线性时间追踪扩散、 光谱和封闭锥体, 将表面碎片间接光向特定光受体的间接光线外推, 似乎在性能和物理真实性之间提供了一种非常分散的平衡。 本论文根据投影方程式及其实际侧面,在自实施基于 OpenGL 的变体背景下审查了算法的理论侧面。 是否可以在随后的评估中确定它能否与射频和对射等长期替代物进行竞争。