摘要
Based on a virtual spherical light source method, this paper presents an improved virtual spherical lights approach for glossy illumination by modifying a reflection render equation. First, in order to keep primitive spherical lights, it uses non-zero solid angle integration instead of a geometric item of traditional Instant Radiosity arithmetic. Second, the formula mode for the light energy allocation of VSLs is improved by the energy distribution, in which the radius of sphere is replaced by the radius of inscribed circle generated by the tangent to the non-zero solid angle of cone. Third, the similar function of judging two point visibility takes place of a cosine term in the approximate equations of the VSLs. Experiments show that blurring or disappearing phenomenon that appear in part of right-angle surface scene is avoided.
Based on a virtual spherical light source method, this paper presents an improved virtual spherical lights approach for glossy illumination by modifying a reflection render equation. First, in order to keep primitive spherical lights, it uses non-zero solid angle integration instead of a geometric item of traditional Instant Radiosity arithmetic. Second, the formula mode for the light energy allocation of VSLs is improved by the energy distribution, in which the radius of sphere is replaced by the radius of inscribed circle generated by the tangent to the non-zero solid angle of cone. Third, the similar function of judging two point visibility takes place of a cosine term in the approximate equations of the VSLs. Experiments show that blurring or disappearing phenomenon that appear in part of right-angle surface scene is avoided.
基金
Supported by the Program for New Jinzhou District Science and Technology Research(No.2013-GX1-015)
the Scientific Research Fund of Liaoning Provincial Education Department(No.L2013459)