Abstract

Many rendering algorithms related to Precomputed Radiance Transfer (PRT) have been proposed to render moving objects with more or less precomputation. We present a novel real-time technique for rendering diffuse objects which eliminates scene-dependent precomputation. In our approach, the visibility term is sampled during runtime with the help of real-time ray tracing technique. We introduce spatial and temporal filtering for denoising shading results due to low sample frequency. According to our results, the computational cost is low enough to be applied to video games running on the new generation of graphics cards designed for real-time ray tracing.

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