Cone tracing dynamic global illumination method based on cascaded texture
A global illumination and cascade technology, applied in image data processing, 3D image processing, instruments, etc., can solve the problems of existing algorithms such as the inability to balance the realism and real-time performance, the lack of outdoor scene performance, and the real-time performance to be improved. , to achieve the effect of realism requirements, real-time performance and efficiency improvement
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specific Embodiment 1
[0041] The present invention proposes to use a data structure combining cascaded textures (Texture cascades) and a sparse octree (SVO) to store voxels. Each voxel uses 3D G-Buffer to store geometric attribute information A={a i ,n i ,o i ,e i}, including reflectivity, normal, occupancy, and radiation. It is also necessary to set up the buffer V-buffer for storing direct lighting and reflected light.
[0042] Based on the description of the above problems, in order to achieve the purpose of the present invention, the present invention adopts the following steps, the overall flow chart is as follows figure 1 :
[0043] Step 001. Propose a voxel storage structure combining cascaded textures and sparse octrees. Aiming at the problem of difficulty in traversing sparse octrees due to the large number of voxels in large-scale scenes, divide the scene into levels according to the distance relationship within the viewing angle , select different storage structures for different l...
specific Embodiment approach 2
[0087] A cascaded texture-based cone tracing dynamic global illumination method, characterized in that it comprises the following steps:
[0088] (1) Construct a structure combining cascaded texture and sparse octree, and voxelize the scene, divide the scene into levels according to the distance relationship within the viewing angle, and select different storage structures for different levels to voxelize in batches;
[0089] (2) Inject light information into each voxel using a modified conic filter;
[0090] (3) Sampling through cone tracking in the screen space, filling the direct lighting buffer with lighting information, and then using the improved cone filter to perform several cone tracking from the world space position of each pixel to obtain indirect lighting;
[0091] (4) A targeted dynamic voxel update method is used to update the cascaded texture.
[0092] Described step (1) specifically comprises:
[0093] (1.1) Input scene P;
[0094] (1.2) Divide the scene P i...
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