GAMES202 实时全局光照1
GAMES202 实时全局光照1
Lecture 7:
Real-Time Global Illumination
(in 3D)
Announcements
• GAMES101 homework submission reopening soon!
- Recruiting graders!
• Background knowledge
- Basis functions
- Wavelet
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Z
Lo (p, !o ) = Li (p, !i )fr (p, !i , !o ) cos ✓i V (p, !i ) d!i
⌦+
Shading
result Lighting Light transport
X
f (x) = ci · Bi (x)
i
l=0
… −2 −1 m=0 1 2 …
Z
Lo (p, !o ) = Li (p, !i )fr (p, !i , !o ) cos ✓i V (p, !i ) d!i
⌦+
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X <latexit sha1_base64="QdpMz2sOX9A4EnQC5ywGCMCHwUI=">AAACFXicdVDLSgMxFM3UV62vqks3wSJUkDLTh9pdqRuXFfqCThkyadqGJpNpkhFL6U+48VfcuFDEreDOvzF9iA/0wIXDOeeS3OOHjCpt2+9WbGl5ZXUtvp7Y2Nza3knu7tWViCQmNSyYkE0fKcJoQGqaakaaoSSI+4w0/MHF1G9cE6moCKp6FJI2R72AdilG2khe8qSadgUnPeTRY+iiMJTiBroq4t4QYjNlb/gV8JIpO1Ms5rKFIpyRfL4wJ1knB52MPUMKLFDxkm9uR+CIk0BjhpRqOXao22MkNcWMTBJupEiI8AD1SMvQAHGi2uPZVRN4ZJQO7AppJtBwpn7fGCOu1Ij7JsmR7qvf3lT8y2tFunveHtMgjDQJ8PyhbsSgFnBaEexQSbBmI0MQltT8FeI+kghrU2TClPB5Kfyf1LMZ5zTjXOVTpfKijjg4AIcgDRxwBkrgElRADWBwC+7BI3iy7qwH69l6mUdj1mJnH/yA9foBVimeVw==</latexit>
X
L(!i ) ⇡ cp Bp (!i ) T (!i ) ⇡ cq Bq (!i )
p q
Z
Lo (p, !o ) = Li (p, !i )fr (p, !i , !o ) cos ✓i V (p, !i ) d!i
⌦+
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XX Z
= cp cq Bp (!i )Bq (!i ) d!i
p q ⌦+
X
•
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p
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X
T (!i ) ⇡ cq Bq (!i )
- Hint: a property of SH q
reflected radiance
light coefficient
coefficient
≈ ∗ transport
matrix
Basis 18
..
.
Arbitrary BRDF Results
⦿ Projection:
● Wavelet Transformation
● Retain a small number of
non-zero coefficients
⦿ A non-linear
approximation
⦿ All-frequency representation
Non-linear Wavelet Light
Approximation
Wavelet Transform
Non-linear Wavelet Light
Approximation
⎡ L01 ⎤⎤
⎢ L ⎥⎥ Non-linear
⎢ 2 ⎥⎥ Approximation
⎢ L03 ⎥⎥
⎢ ⎥⎥
L0
⎢ 4 ⎥⎥
⎢ L05 ⎥⎥
⎢ ⎥⎥
⎢ L6 ⎥⎥
⎢ !⎥⎥
⎢ ⎥⎥
⎢⎣ L0N ⎥⎦⎥⎦
Retain 0.1% – 1% terms
low frequency vs all frequency
Teapot in Grace Cathedral
- Wavelet
Direct illumination
p
• Assumption
Z
Lo (p, !o ) = Li (p, !i ) V (p, !i )fr (p, !i , !o ) cos ✓i d!i
⌦patch
Z
cos ✓p cos ✓q
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- fr = ρ/π
Φ
- Li = fr ⋅ dA (Φ is the incident flux or energy)
- Therefore,
->2
- Orientation
- Distance
https://www.gdcvault.com/play/1020475/In-Game-and-Cinematic-Lighting
GAMES202 40 Lingqi Yan, UC Santa Barbara
Reflective Shadow Maps (RSM)
• Pros
- Easy to implement
• Cons
- In 3D (VXGI)