5.1 研究總結
在本論文中,我們使用了以光子映射法為基礎的全域照明方法及多項式貼圖 法,對場景進行光源照度的計算,並提出了光子密度圖,將場景照度結果轉為以 空間光子密度的表示方法,這使得數量龐大的光子資料得以減少,以利於多項式 的計算。之後將光源移動的位置及其對應的光子密度圖之變化關係,經由三次方 多項式計算以求得空間中每一取樣點之二十個多項式係數,並將其儲存於多項式 照度圖中,用來還原對應於光源位置的光子密度圖。有了這些準備,便可在給定 新的光源位置後,很快的計算出整個場景的照明亮度。由實驗中得知,經過上述 的程序處理,可加速取得全域照明計算之結果,省略光源發散光子計算的步驟,
縮減大量計算時間。
此外,經由我們觀察測試場景的結果,在場景中以較細的空間分割而形成的 取樣cell,可得到較精確的空間照明數值,但過多的取樣cell卻會導致較長的計算時 間。另外,隨著光源的取樣點增加,空間中每一取樣cell之光子密度變化也隨之複 雜,由於是使用多項方程式來進行結果逼近,因此從圖 27中可以看到如此將會損 失一些細微的數值變化,這樣的結果會造成彩現時陰影部份的細節消失,而呈現 出較為模糊的影子。在加速計算方面,於建立多項式照度圖時,我們可以將未與 物體表面接觸的取樣cell忽略,這些取樣cell通常像是空間中的間隙,如此便可加速 多項式照度圖的計算及處理。
5.2 未來工作
我們提出一個新的方法採用多項式近似的方式來進行全域照明計算,延著這 個方向,將有許多課題可以被提出研究。其中一個為加入可變動的視角,這需要 加快處理本篇論文所提的方法。此外,由於多項式計算方式單純,亦可將整體執 行架構於硬體上,應用GPU硬體加速計算,相信對速度上的提昇會有很大的助益。
另一方面,相對於場景中光源位置變動,物體位置改變更常見於實際的應用,因 此,加入對物體變動的全域照明計算亦為一重要的方向。
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