快速的2D照明算法? [英] Fast 2D illumination algorithm?

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本文介绍了快速的2D照明算法?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我们有半透明壁的矩形区域和几个光sources.We考虑仅顶视图,因此它是一个二维的问题。我们需要找到在每个点的区域的近似照明(信号强度)。

We have a rectangular area with translucent walls and a few light sources.We are considering only the top view,so it is a 2D problem. We need to find the approximate lighting (signal strength)at each point of the area.

我们需要做的算法非常快。该强制的方法是我们的​​目的只是速度太慢。你可以假设所有的墙被削弱同样数量,甚至不断的衰减量是可以接受的。

We need to make the algorithm really fast. The brute force method was just too slow for our purposes. You can assume that all walls attenuate by same amount, even constant amount of attenuation is acceptable.

的面积将是至多1000×1000,并且不会有超过100个的光源。光源可以有一个范围约的。 50-100单位(它们不是无限的)。速度较快,但近似算法是受欢迎的。

The area would be at most 1000x1000, and there would not be more than 100 light sources. The light sources can have a range of approx. 50-100 units (they are not infinite). Faster but approximate algorithms are welcome.

在此先感谢!

我试过基本上蛮力方法:比较与每个壁和光源来确定它的光度每个采样点。很显然,它是O(n ^ 3)和慢得不可接受。

What I tried was basically brute force method: comparing each sample point with each wall and light source to determine its luminosity. Obviously, it is O(n^3) and unacceptably slow.

到时候我不是故意的任何特定的限制:但它会很高兴地在100ms以内或更快做整体形象。请记住,我不要求精度及速度。

By time I did not mean any specific limit: but it would be nice to do the whole image within 100ms or faster. Remember, I do not require accuracy as much as speed.

推荐答案

在黑暗中只是一个刺:你看着(GPU加速)光子映射

Just a stab in the dark: have you looked into (GPU-accelerated) photon mapping?

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