Global illumination in sparse voxel octrees
نویسندگان
چکیده
Abstract This paper enhances the voxel-to-voxel radiance shooting, propagation, and scattering algorithm of Max [20]. It reduces memory requirements by storing only on occupied cells a sparse voxel octree sampling 24 propagation direction bins instead 96 or more. gives modification to compensate for larger solid angle allows position-dependent fully anisotropic scattering. For volume $$n^3$$ n 3 voxels, computation time is $$O(n^3(\mathrm {log}\,n)^{3/2})$$ O ( log ) / 2 .
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ژورنال
عنوان ژورنال: The Visual Computer
سال: 2021
ISSN: ['1432-2315', '0178-2789']
DOI: https://doi.org/10.1007/s00371-021-02078-6