vault backup: 2024-12-30 20:17:42
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@ -5,6 +5,24 @@ excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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相关论文地址:
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- Reflective Shadow Maps: https://users.soe.ucsc.edu/~pang/160/s13/proposal/mijallen/proposal/media/p203-dachsbacher.pdf
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- Light Propagation Volumes: https://ericpolman.com/
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- VXGI:
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- https://on-demand.gputechconf.com/gtc/2014/preseintations/S4552-rt-voxel-based-global-illumination-gpus.pdf
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- https://docs.nvidia.com/gameworks/content/gameworkslibrary/visualfx/vxgi/product.html
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- https://developer.download.nvidia.com/assets/gameworks/downloads/secure/GDC18_Slides/Advances%20in%20Real-Time%20Voxel-Based%20GI%20-%20GDC%202018.pdf?HAwkc19IdhKMFWUs8jSk-If6y4QowlgUUrY8F9SL1-4qnhWWo-u5_gptg4ITWjMJCd1JrFbGmBw4-ztQCJ4M9Bh61am6lFCerKQVApEjN-HQ4chiSb5MLRLY41TyIse6_XW2DpNAe0_4inrYkZqxVb2iGiyZQhxwzfZ40dByP-X8jRYfWhJVsC1aSIqZ8BkooGkjUoUUGw2r7AAxyWVQole9a4je_76g04KtUwlONQ==
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- Lumen:
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- [https://youtu.be/2GYXuM10riw](https://youtu.be/2GYXuM10riw)
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- https://www.advances.realtimerendering.com/s2021/Radiance%20Caching%20for%20real-time%20Global%20Illumination%20(SIGGRAPH%202021).pptx
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- SSGI: https://www.ea.com/frostbite/news/stochastic-screen-space-reflections
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- DDGI:
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- https://zhuanlan.zhihu.com/p/404520592
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- https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9900irradiance-fields-rtx-diffuse-global-illumination-for-local-and-cloud-graphics.pdf
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- https://www.jcgt.org/published/0008/02/01/paper-lowress.pdf
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# HIZ Tracing
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![[HierachicalTracing2.png]]
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![[HierachicalTracing3.png]]
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@ -146,3 +164,10 @@ MeshCard的目的是为了将直接光照存储在模型上(Surface Cache)
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![[WorldSapceRadianceCache.png]]![[WorldSpaceRadianceCache.png]]![[ConnectingRays.png]]![[ConnectingRays2.png]]![[ConnectingRay3.png]]![[PlacementAndCacheing.png]]
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## Phase4:Shading Full Pixels with Screen Space Probes
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在ScreenSpaceProbes将场景Radiance都收集好。
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![[ConvertProbeRadianceTo3rdOrderSphericalHarmonic.png]]
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![[FinalIntegarationWithSH.png]]
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## 性能问题
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![[LumenTrackMethod.png]]
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