莊永裕Chuang, Yung-Yu臺灣大學:資訊工程學研究所吳榮軒Wu, Jung-HsuanJung-HsuanWu2010-06-092018-07-052010-06-092018-07-052009U0001-0308200910590100http://ntur.lib.ntu.edu.tw//handle/246246/185443我們提出一種適用於動態場景, 動態視角, 及動態光源的全域照明演算法, 我們為螢幕上的每個像素產生出一張屏障圖, 將這張屏障圖當做間接反射的光源, 就可以計算出全域照明的效果, 包含柔和陰影, 反射照明, 以及多次反射照明等效果, 都可以藉由遞迴式的渲染程序合成出來. 我們模擬了傳統的渲染方程式並將之加速到互動速率.We present an algorithm for rendering global illumination while the scene, camera, and light sources can be fully dynamic. We achieve this by generating an occlusion map of each pixel on screen and take the occlusions as indirect light sources to produce the global illumination effects. By exploiting the occlusion map, global illumination effects including soft shadow, reflective lighting, and multi-bounce lighting can be produced by iteratively rendering process. We have approximated the rendering equation and accelerate it to interactive rate.口試委員會審定書 i文摘要 iiibstract v Introduction 1 Related Work 3 Occlusion Map 5.1 Sampling direction map generation . . . . 5.2 Occlusion map generation . . . . . . . . . 6 Rendering 7.1 Direct illumination . . . . . . . . . . . 7.2 First bounce indirect illumination . . . . 7.3 Multi-bounces indirect illumination . . . 8 Acceleration 9.1 Scale down framework . . .. . . . . . . . 9.2 Scale up framework . . .. . . . . . . . . 10.3 Rendering acceleration . . . . . . . . . 11 Experiments and Results 13.1 Performance . . . . . . . . . . . . . . . 13.2 More results . . . . . . . . . . . . . . 13 Conclusion and Future Work 23ibliography 251610020 bytesapplication/pdfen-US即時渲染陰影貼圖全域照明real-time renderingshadow mappingglobal illumination利用屏障圖產生互動性全域照明Interactive Global Illumination by Occlusion Mapthesishttp://ntur.lib.ntu.edu.tw/bitstream/246246/185443/1/ntu-98-R96922056-1.pdf