[gpu pro]Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination
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《gpu pro》GI章节的一篇文章。
这个文章是基于reflective shadow map的instant radiosity来做间接光照,这两个部分blog上面都有:
- instant radiosity
- reflective shadow map
这个文章的意义是加速vpl shading scene这个过程,
- 通过判断discontinuity来区分哪些地方需要比较低的resolution(平滑的地方)哪些地方需要高的(depth和normal很不连续的地方)
- 进而使用stencil标出来
- 然后让vpl根据需要进行multi resolution的shading
基本思路与shadow mask差不多。
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