ABSTRACT
The immediate radiance depends on a large number of virtual point light sources as the medium of single indirect illumination, so the rapid and effective generation of a large number of virtual point light sources is the problem that the algorithm must face. The highlight on the desktop is random sampling of virtual point light sources, which do not exist and are only used as the medium of energy transfer. Here is a schematic effect, so all the virtual point lights are drawn. It can be seen that the number of virtual point lights is very large, and the distribution is random. At the same time, the light red on the desktop comes from the virtual point light sampled from Stanford dragon. Due to the strict requirements for the restoration of the real color in the rendering of cultural relics, there is a color deviation problem in the transmission of virtual point light source energy through the above completely non physical means, so it does not meet the demand of high fidelity. In this paper, a new virtual point light sampling method is established, which can effectively obtain the shadow map of the sampled virtual point light source. Under the condition of ensuring frame rate, the correctness of light energy transmission is guaranteed to the greatest extent. At the same time, it can inherit the advantages of the original RSM (Reflective Shadow Maps).
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Index Terms
- RSM Virtual Point Light Sampling Algorithm Based on Buffer Pool Gain
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