Precomputed Radiance Transfer
- Precomputed Radiance Transfer
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Precomputed Radiance Transfer (PRT) ist eine Technik in der Computergrafik, die eingesetzt wird, um eine Szene mit komplexen Lichtinteraktionen in Echtzeit rendern zu können. Dabei stützt sie sich auf Beleuchtungsinformationen, die einmalig berechnet und zur Laufzeit lediglich ausgewertet werden. PRT berechnet die Helligkeit eines Punktes durch Linearkombination von einfallender Lichtstrahlung, die durch geeignete Funktionen kodiert ist.
Greger liefert eine erste Einführung in das Thema, Sloan, Kautz und Snyder verwenden erstmals Kugelflächenfunktionen, um die Helligkeitsinformationen zu speichern und zu verarbeiten. Ng et al. ersetzten diese Funktionen durch nicht-lineare Wavelets, damit komplexere Lichtverhältnisse dargestellt werden können.
Quellen
- Gene Greger, Peter Shirley, Philip M. Hubbard und Donald P. Greenberg. „The Irradiance Volume“ [1]
- Peter-Pike Sloan, Jan Kautz, und John Snyder. „Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments“. ACM Transactions on Graphics, Proceedings of the 29th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), pp. 527-536. New York, NY: ACM Press, 2002. [2]
- Ren Ng, Ravi Ramamoorthi und Pat Hanrahan. „All-Frequency Shadows Using Non-Linear Wavelet Lighting Approximation“. ACM Transactions on Graphics 22, 3, 376–381. 2003. [3]
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