Importance-Driven Real-Time Indirect Glossy Reflection Algorithm
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Graphical Abstract
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Abstract
Rendering indirect glossy reflection in real-time helps to improve the realism of rendered scenes. To solve the problem of virtual point lights (VPLs) shading at glossy materials, a rendering algorithm based on the importance of VPLs lighting contribution is proposed. Firstly, a tile-based lighting contribution estimation method is proposed, which quickly estimates the light contribution of VPLs through tile fitting and tile culling. Secondly, an importance-driven distribution map is generated by an adaptive weight temporal algorithm. Finally, the Mipmap multi-level texture mapping method quickly generates different densities of VPLs in different areas in the scene. The experimental results on metal ring and Stanford rabbit scenes indicate that compared with stochastic light culling algorithm, the proposed algorithm achieves better rendering quality with the same number of VPLs, and the root mean square error of the rendering results in this paper are no more than 2%.
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