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首页GPU编程技术:全球光照效果实现深度解析
《基于GPU的全局光照效果技术》是一本专为游戏开发者、图形程序员以及对计算机图形算法有一定了解的读者编写的书籍。该书聚焦于利用图形处理单元(GPU)来实现照片级真实的图像渲染,探讨了诸如镜面反射、折射、光锥、散射、间接光照(如漫反射或高光泽度)、辐射度、媒体参与下的单次或多次散射、色调再现、发光以及景深等关键全球光照效果。在开头章节,作者回顾了局部照明和全局光照渲染的基本概念,以及图形硬件和Direct3D/HLSL编程的基础知识,确保读者对这些基础知识有全面的理解。 书中首先介绍了一些基础技术,如阴影和环境映射,然后逐步深入到高级概念,专注于全局光照渲染。由于不可能详尽讨论该领域的所有方法,作者重点讲解了几种解决特定全局光照效应的关键技术,并提供了每个技术的详细实现,用HLSL编写,同时分析了它们的性能优缺点。此外,还有一章专门讨论了如何将这些技术整合到高级游戏引擎中,并通过实际案例研究展示了它们在游戏中的应用。 书中不仅涵盖了当前的技术状态,还给出了相关文献的简短讨论,引导有兴趣的读者进一步探索那些本书未详述的其他方法。《基于GPU的全局光照效果技术》为读者提供了一个全面的领域概述,帮助他们掌握这些先进的渲染技术,不仅可以应用它们,还能在此基础上进行创新和改进,开发出全新的GPU算法。版权方面,本书由Morgan & Claypool出版,所有内容未经许可不得复制、存储或传播,除非用于印刷评论中的简短引用。
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MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8
xvi LIST OF FIGURES
6.26 The Space Station game rendered with the discussed reflection, refraction, and
caustic method in addition to computing diffuse interreflections (left), and
compared to the result of the local illumination model (right). 145
7.1 At diffuse or glossy surfaces light paths split. 147
7.2 A single iteration step using random hemicube shooting from y
j
. 151
7.3 Random texel selection using mipmapping. 152
7.4 The two passes of the radiance update. The first pass generates a depth map to
identify points visible from the shooter. The second pass transfers radiance to
these points. 154
7.5 Images rendered with stochastic hemicube shooting. All objects are mapped to
a single texture map of resolution 128 × 128, which corresponds to processing
16 000 patches. 157
7.6 Application of a light map. 158
7.7 Diffuse/glossy final gathering. Virtual lights correspond to cube map texels.
These point lights are grouped to form large area lights by downsampling the
cube map. At shaded point x, the illumination of the area lights is computed
without visibility tests. 160
7.8 Solid angle in which a surface is seen through a cube map pixel. 161
7.9 Notations of the evaluation of subtended solid angles. 162
7.10 A diffuse (upper row) and a glossy (lower row) skull rendered with the
discussed method. The upper row compares the results of approximations in
equations (7.6) and (7.7). The lower row shows the effect of not visiting all
texels but only where the BRDF is maximal. 163
7.11 Diffuse bunny rendered with the classical environment mapping (left column)
and with distance cube maps using different map resolutions. 165
7.12 Glossy Buddha (the shininess is 5) rendered with the classical environment
mapping (left column) and with distance cube maps using different map
resolutions. 166
7.13 Glossy dragon (the shininess is 5) rendered with the classical environment
mapping (left column) and with distance cube maps using different map
resolutions. 166
7.14 Glossy objects and a knight rendered with the distance map-based final
gathering algorithms. 167
7.15 Scientist with indirect illumination obtained by the distance map-based method
(left) and by the classic local illumination method (right) for comparison. 167
8.1 Light paths sharing the same light and viewing rays. 170
MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8
LIST OF FIGURES xvii
8.2 The basic idea of principal component analysis. Points in a high-dimensional
(two-dimensional in the figure) space are projected onto a lower,
D-dimensional subspace (D = 1 in the figure, thus the subspace is a line), and
are given by coordinates in this low-dimensional subspace. To define these
coordinates, we need a new origin M and basis vectors B
1
,...,B
D
in the
lower-dimensional subspace. The origin can be the mean of original sample
points. In the example of the figure there is only one basis vector, which is the
direction vector of the line. 174
8.3 The simplified block diagram of Direct3D PRT. The transfer function
compression results in cluster centers M
c
and cluster basis vector B
c
d
, while
lighting processing results in vector L. In order to evaluate equation (8.4), the
CPU computes scalar products L · M
c
and L · B
c
d
andpassesthemtothe
shader as uniform parameters. The varying parameters of the mesh vertices are
transfer vector coordinates w
d
i
. 180
8.4 A diffuse object rendered with PRT. In the left image only single light bounces
were approximated with 1024 rays, while the right image contains light paths
of maximum length 6. The pre-processing times were 12 s and 173 s,
respectively. The resolution of the environment map is 256 ×256. The order
of SH approximation is 6. 182
8.5 A diffuse object rendered with PRT. Only single light bounces were
approximated with 1024 rays. The resolution of the environment map is
256 × 256. The order of SH approximation is 6. Pre-processing time was 723 s. 182
8.6 Overview of the preprocessing phase of the light path map method. Entry
points are depicted by •, and exit points by ×. The LPM is a collection of
(entry point •, exit point ×, illumination S
k
) triplets, called items. 183
8.7 Overview of the rendering phase of the light path map method. The irradiance
of the entry points are computed, from which the radiance of the exit points is
obtained by weighting according to the LPM. 184
8.8 Notations used in the formal discussion. The CPU is responsible for building a
random path starting at the entry point. The visited points of the random path
are considered as virtual point light sources. The GPU computes the
illumination of virtual lights at exit points. 185
8.9 Representation of an LPM as an array indexed by entry points and exit points.
A single element of this map is the LPM item, a single row is the LPM pane. 189
8.10 LPM stored as 2D textures. 189
8.11 A few tiles of an LPM texture used to render Figure 8.15. Illumination
corresponding to clusters of entry points is stored in tiled atlases. 190
MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8
xviii LIST OF FIGURES
8.12 Entry points generated randomly. 191
8.13 Comparison of local illumination and the light path map method. The lower
half of these images has been rendered with local illumination, while the upper
half with the light path map. 191
8.14 The chairs scene lit by a rectangular spot light. The rest is indirect illumination
obtained with the light path map method at 35 FPS on an NV6800GT and
close to 300 FPS on an NV8800. 192
8.15 Escher staircases scenes lit by moving lights. 192
8.16 Indirect illumination computed by the light path map method in the Space
Station game (left) and the same scene rendered with local illumination (right)
for comparison. Note the beautiful color bleeding effects produced by the light
path map. 193
9.1 Modification of the radiance of a ray in participating media. 196
9.2 The lobes of Henyey–Greenstein phase function for different g values. The
light direction points upward. 197
9.3 Billboard clipping artifact. When the billboard rectangle intersects an opaque
object, transparency becomes spatially discontinuous. 199
9.4 Billboard popping artifact. Where the billboard crosses the front clipping
plane, the transparency is discontinuous in time (the figure shows two adjacent
frames in an animation). 199
9.5 Computation of length s the ray segment travels inside a particle sphere in
camera space. 200
9.6 The accumulated density of a ray (left) and its seen opacity (right) as the
function of the distance of the ray and the center in a unit sphere with constant,
unit density. 201
9.7 The accumulated density of a ray as the function of the distance of the ray and
the center in a unit sphere assuming that the density function linearly decreases
with the distance from the particle center. 202
9.8 Particle system rendered with planar (left) and with spherical (right) billboards. 203
9.9 Final gathering for a block. 204
9.10 Comparison of participating media rendering with spherical billboards and the
discussed illumination method (left) and with the classic single scattering
model (right) in the Space Station game. Note that the classic method does not
attenuate light correctly and exhibits billboard clipping artifacts. 205
9.11 High albedo dust and low albedo smoke. 206
9.12 Images from real smoke and fire video clips, which are used to perturb the
billboard fragment opacities and temperatures. 207
MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8
LIST OF FIGURES xix
9.13 Black body radiator spectral distribution. 208
9.14 Black body radiator colors from 0 K to 10,000 K. Fire particles belong to
temperature values from 2500 K to 3200 K. 208
9.15 Explosion rendering algorithm. 210
9.16 Rendered frames from an explosion animation sequence. 211
9.17 Two directions of the visibility network. 213
9.18 A single particle in the illumination and visibility networks. 213
9.19 Storing the networks in arrays. 214
9.20 Notations in the fragment shader code. 216
9.21 A cloud illuminated by two directional lights rendered with different iteration
steps. 216
9.22 Globally illuminated clouds of 512 particles rendered with 128 directions. 216
10.1 The cathedral rendered with the scalar obscurances algorithm and also by the
standard ambient + direct illumination model (right) for comparison. 221
10.2 Comparison of spectral obscurances (right) to scalar obscurances (left). Note
the color bleeding that can only be rendered with spectral obscurances. 222
10.3 A tank and a car rendered with the spectral obscurances algorithm and also by
the standard ambient + direct illumination model (right) for comparison. 223
10.4 Billboard trees rendered with obscurances. In the left image the obscurances are
applied to the left tree, but not to the right one to allow comparisons. 223
10.5 Digital Legend’s character rendered with ambient illumination (left),
obscurances map (middle), and obscurances and direct illumination (right). 224
10.6 Two snapshots of a video animating a point light source, rendered by spectral
obscurances. To increase the realism the obscurance of a point is weighted by
the distance from the light sources. 224
10.7 Different sampling techniques to generate cosine distributed rays. 225
10.8 Depth peeling process. 226
10.9 Six different image layers showing depth information for each pixel for the
Cornell Box scene. 227
11.1 The idea of the exploitation of the bi-linear filtering hardware. 233
11.2 The glow effect. 237
11.3 The temporal adaptation process in three frames of an animation. 240
11.4 Tone mapping results. 242
11.5 Image creation of real lens. 243
11.6 Depth of field with circle of confusion. 246
11.7 The Moria game with (left) and without (right) the depth of field effect. 247
12.1 The model of shader management in scene graph software. 251
MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8
xx LIST OF FIGURES
12.2 A simplified global illumination model for games. 256
12.3 A knight and a troll are fighting in Moria illuminated by the light path map
algorithm. 257
12.4 A bird’s eye view of the Moria scene. Note that the hall on the right is
illuminated by a very bright light source. The light enters the hall on the left
after multiple reflections computed by the light path map method. The troll
and the knight with his burning torch can be observed in the middle of the
dark hall. 258
12.5 Tone mapping with glow (left) and depth of field (right) in Moria. 258
12.6 Shaded smoke in Moria with spherical billboards and simplified multiple
scattering. 259
12.7 Fireball causing heat shimmering in Moria. 259
12.8 Snapshots from the RT car game. Note that the car body specularly reflects the
environment. The wheels are not only reflectors but are also caustic generators.
The caustics are clearly observable on the ground. The giant beer bottles reflect
and refract the light and also generate caustics. Since the car and the bottle
have their own distance maps, the inter-reflections between them are also
properly computed. 260
12.9 The car not only specularly but also diffusely reflects the indirect illumination,
which is particularly significant when the car is in the corridor. 260
12.10 Explosions with heat shimmering in RT car demo game. 261
12.11 Indirect diffuse illumination in the Space Station game. The self illumination
of the space station is computed by the light path maps method. The indirect
illumination of the space station onto the scientist character is obtained by
diffuse or glossy final rendering. The eyeglasses of the character specularly
reflects the environment. Shadows are computed with the variance shadow map
algorithm. 261
12.12 The space station rendered with scalar obscurances only. 262
12.13 A deforming glass bubble generates reflections, refractions, and caustics
(upper row). The bubble is surrounded by smoke (lower row). 262
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