摘要 |
A method and apparatus for computing direct lighting in a scene is described. For a sparse set of points in the scene, occlusion information for the points and each of one or more light sources may be computed and stored. For all other surface points in the scene, nearby sample points are examined to determine if their occlusion information agrees. For any light source for which nearby sample points do not agree, lighting computation may be performed, e.g. by the casting of shadow rays. Such areas comprise regions in penumbra or shadow boundaries. For all other regions, it is assumed that they are fully lit or fully occluded, and thus the casting of shadow rays can be avoided. |