A Method for Generating Rectangle Area Light Source Using Water Surface Lighting
TL;DR: It is proven that rectangular surface light source can be generated precisely in a virtual scene by comparing with the actual rectangular area light source by a ray-traced rectangular area surfaceLight source generation algorithm.
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Abstract: Light reconstruction refers to the calculation of light source information based on the actual lighting. In order to ensure the consistency of light illumination, the method based on light source modeling has been widely applied in real scenes, but the research on generating virtual light sources using real lighting results under virtual scenes is relatively scarce. In this paper, a method for generating a rectangle surface light for a virtual scene using water surface light images is proposed. Firstly, light shadow in water surface is extracted by the seed superpixel propagation method after superpixel segmentaion. Secondly, the boundary of each light shadow region is extracted using the superpixel label. Finally, important sampling, based on the physical rendering of the BRDF model, is used on the points in the light shadow boundary, and a rectangular area surface light source corresponding to each light shadow is calculated by a ray-traced rectangular area surface light source generation algorithm. It is proven that rectangular surface light source can be generated precisely in a virtual scene by comparing with the actual rectangular area light source.
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Efficient Graph-Based Image Segmentation
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