Abstract:
A method of adjusting a shading normal vector for a computer graphics rendering program. Calculating a normalized shading normal vector pointing outwards from an origin point on a tessellated surface modeling a target surface to be rendered. Calculating a normalized outgoing reflection vector projecting from the origin point for an incoming view vector directed towards the origin point and reflecting relative to the normalized shading normal vector. Calculating a correction vector such that when the correction vector is added to the normalized outgoing reflection vector a resulting vector sum is yielded that is equal to a maximum reflection vector, wherein the maximum reflection vector is on or above the tessellated surface. Calculating a normalized maximum reflection vector by normalizing a vector sum of the correction vector plus the maximum reflection vector. Calculating a normalized adjusted shading normal vector by normalizing a vector difference of the normalized maximum reflection vector minus the incoming view vector.
Abstract:
A method of adjusting a shading normal vector for a computer graphics rendering program. Calculating a normalized shading normal vector pointing outwards from an origin point on a tessellated surface modeling a target surface to be rendered. Calculating a normalized outgoing reflection vector projecting from the origin point for an incoming view vector directed towards the origin point and reflecting relative to the normalized shading normal vector. Calculating a correction vector such that when the correction vector is added to the normalized outgoing reflection vector a resulting vector sum is yielded that is equal to a maximum reflection vector, wherein the maximum reflection vector is on or above the tessellated surface. Calculating a normalized maximum reflection vector by normalizing a vector sum of the correction vector plus the maximum reflection vector. Calculating a normalized adjusted shading normal vector by normalizing a vector difference of the normalized maximum reflection vector minus the incoming view vector.
Abstract:
A method and renderer for a progressive computation of a light transport simulation are provided. The method includes the steps of employing a low discrepancy sequence of samples; and scrambling an index of the low discrepancy sequence independently per region using a hash value based on coordinates of a respective region, wherein for each set of a power-of-two number of the samples, the scrambling is a permutation.
Abstract:
Systems and methods to implement a technique for determining an environment importance sampling function. An environment map may be provided where lighting information about the environment is known, but where certain pixels within a scene associated with the environment map are shaded. From these shaded pixels, rays may be drawn in random directions to determine whether the rays are occluded or can interact with the environment map, which provides an indication of a source of lighting that can be used for light transport simulations. A mask may be generated based on these occlusions and used to update the environment importance sampling function.
Abstract:
A method and renderer for a progressive computation of a light transport simulation are provided. The method includes the steps of employing a low discrepancy sequence of samples; and scrambling an index of the low discrepancy sequence independently per region using a hash value based on coordinates of a respective region, wherein for each set of a power-of-two number of the samples, the scrambling is a permutation.