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计算机工程

• 开发研究与工程应用 • 上一篇    下一篇

基于锥形射线族投射的非直接光照算法

吴福祥1,董健康2,周付根1   

  1. (1. 北京航空航天大学图像中心,北京 100191;2. 中国民航大学航空自动化学院,天津 300300)
  • 收稿日期:2012-10-17 出版日期:2013-12-15 发布日期:2013-12-13
  • 作者简介:吴福祥(1984-),男,博士研究生,主研方向:高性能并行计算;董健康,教授;周付根,教授、博士

Indirect Illumination Algorithm Based on Cone-rays Cast

WU Fu-xiang 1, DONG Jian-kang 2, ZHOU Fu-gen 1   

  1. (1. Image Center, Beijing University of Aeronautics and Astronautics, Beijing 100191, China; 2. College of Aeronautical Automation, Civil Aviation University of China, Tianjin 300300, China)
  • Received:2012-10-17 Online:2013-12-15 Published:2013-12-13

摘要: 在可交互应用中,基于射线投射的非直接光照采样数目常常受限。为此,考虑到空间关联,提出使用锥形射线族进行投射求交的算法,利用锥形边界预排除场景元素,并使用无堆栈算法在GPU中完成非直接光照计算,同时对算法使用的数据存储区域进行优化以达到更好的访问带宽,通过OpenCL和OpenGL实现该算法,结果证明该算法可以有效地计算非直接光照,相对于射线投射算法平均有2倍左右的性能提升。

关键词: 非直接光照, 射线投射, 锥形射线族, 无堆栈算法, 重要性采样, 渲染方程, 通用目的GPU计算

Abstract: The indirect lighting calculations based on the ray-cast is a time-consuming process, therefore, the number of samples is limited in interactive program. Considered of spatial correlation, cone-ray cast algorithm is proposed to alleviate insufficient samples. It employs conical boundary to pre-exclude scene’s elements, and implements in GPU as stack-less algorithm, additionally, optimizes storage location of the data to achieve the wider bandwidth, which is implemented by employ OpenGL and OpenCL. The result shows that the algorithm can efficiently compute indirect illumination, and brings about two-fold performance increase.

Key words: indirect illumination, ray-cast, cone-rays, stackless algorithm, importance sampling, render equation, general purpose GPU computing

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