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1.
提出一种聚类立即辐射度方法,以实现增强现实等领域需要高度真实感的全局光照算法来实现实时交互的绘制效果要求。为此,改进了传统的立即辐射度方法,将大量的用于表达间接光照的虚拟点光源聚类到少量的虚拟面光源中,并使用实时软阴影算法快速计算可见性。同时,借助图形硬件GPU加速场景绘制。实验结果表明,算法在增强现实环境等领域中支持完全动态场景,且在保证良好视觉效果的前提下获得了实时绘制帧率。  相似文献   

2.
拓扑结构可变的动态多细节层次模型   总被引:3,自引:0,他引:3  
研究多细节层次技术在虚拟环境中的广泛应用.提出了一种新的动态多细节层次结 构,这个结构不仅可以适用于多种不同的拓扑结构保持的网格简化方法,还适用于拓扑可变 的网格简化方法,可应用于任意网格模型.在此基础上还设计了一种基于拓扑结构可变的网 格简化算法;顶点合并.通过顶点合并和顶点分裂两个对偶操作,实现不同细节层次模型之间 的平滑转换,并能够自适应地改变模型的拓扑结构.  相似文献   

3.
多分辨率BSP树的生成及应用   总被引:2,自引:0,他引:2  
CAD和科学可视化应用要求能够让用户对复杂场景进行交互式显示或者处理,因此,多细节层次技术被广泛应用于图形系统中以提高处理效率.通过构造一种新的BSP(binaryspacepartitioningtree)树形式来加速多细节层次模型的绘制,这种技术已成功地应用于所开发的多分辨率模型编辑系统.同时,详细描述了新的BSP树结构的构造和绘制过程.  相似文献   

4.
Real-time rendering of large animated crowds consisting of thousands of virtual humans is important for several applications including simulations, games, and interactive walkthroughs but cannot be performed using complex polygonal models at interactive frame rates. For that reason, methods using large numbers of precomputed image-based representations, called impostors, have been proposed. These methods take advantage of existing programmable graphics hardware to compensate for computational expense while maintaining visual fidelity. Thanks to these methods, the number of different virtual humans rendered in real time is no longer restricted by computational power but by texture memory consumed for the variety and discretization of their animations. This work proposes a resource-efficient impostor rendering methodology that employs image morphing techniques to reduce memory consumption while preserving perceptual quality, thus allowing higher diversity or resolution of the rendered crowds. Results of the experiments indicated that the proposed method, in comparison with conventional impostor rendering techniques, can obtain 38 % smoother animations or 87 % better appearance quality by reducing the number of key-frames required for preserving the animation quality via resynthesizing them with up to 92 % similarity on real time.  相似文献   

5.
While many methods exist for simulating diffuse light inter-reflections, relatively few of them are adapted to dynamic scenes. Despite approximations made on the formal rendering equation, managing dynamic environments at interactive or real-time frame rates still remains one of the most challenging problems. This paper presents a lighting simulation system based on photon streaming, performed continuously on the central processor unit. The power corresponding to each photon impact is accumulated onto predefined points, called virtual light accumulators (or VLA). VLA are used during the rendering phase as virtual light sources. We also introduce a priority management system that automatically adapts to brutal changes during lighting simulation (for instance due to visibility changes or fast object motion). Our system naturally benefits from multi-core architecture. The rendering process is performed in real time using a graphics processor unit, independently from the lighting simulation process. As shown in the results, our method provides high framerates for dynamic scenes, with moving viewpoint, objects and light sources.  相似文献   

6.
A Scalable Approach to Interactive Global Illumination   总被引:1,自引:0,他引:1  
The addition of global illumination can dramatically increase the realism achievable when rendering virtual environments.In particular with interactive applications we expect the environment to reflect changes in the scenedue to global lighting effects instead of it being just a static backdrop. However, a sufficiently fast and accuratecomputation of global illumination at interactive rates has been difficult even with recent approaches based onrealtime ray tracing. In this paper we present a highly scalable approach to interactive global illumination. It fully recomputes a high‐qualitysolution for each frame and thus offers immediate feedback even for dynamic scenes, achieving more than20 fps for simple scenes. Compared to previous systems we increased the raw performance by a factor of up toeight and removed the bottlenecks that were limiting scalability. The system now scales linearly in quality andavailable computing resources, tested with up to 48 CPUs in a commodity PC‐cluster. Due to its logarithmicscaling property with respect to scene complexity it even supports lighting simulation in complex scenes with morethan 50 million triangles. This scalability allows applications to perform flexible performance trade‐offs. We alsoargue that the realism achievable through interactive global illumination will make it a standard feature of future3D graphics systems once the required computing resources are readily available.  相似文献   

7.
In this paper, we present a new impostor‐based representation for 3D animated characters supporting real‐time rendering of thousands of agents. We maximize rendering performance by using a collection of pre‐computed impostors sampled from a discrete set of view directions. Our approach differs from previous work on view‐dependent impostors in that we use per‐joint rather than per‐character impostors. Our characters are animated by applying the joint rotations directly to the impostors, instead of choosing a single impostor for the whole character from a set of pre‐defined poses. This offers more flexibility in terms of animation clips, as our representation supports any arbitrary pose, and thus, the agent behavior is not constrained to a small collection of pre‐defined clips. Because our impostors are intended to be valid for any pose, a key issue is to define a proper boundary for each impostor to minimize image artifacts while animating the agents. We pose this problem as a variational optimization problem and provide an efficient algorithm for computing a discrete solution as a pre‐process. To the best of our knowledge, this is the first time a crowd rendering algorithm encompassing image‐based performance, small graphics processing unit footprint, and animation independence is proposed. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

8.
Level‐of‐Detail structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies, providing coarse‐to‐fine adaptive approximations that are well‐adapted for many‐view rasterization. Here, the total number of pixels in each view is usually low, while the cost of choosing the appropriate LoD for each view is high. This task represents a challenge for existing GPU algorithms. We propose ManyLoDs, a new GPU algorithm to efficiently compute many LoDs from a Bounding Volume Hierarchy in parallel by balancing the workload within and among LoDs. Our approach is not specific to a particular rendering technique, can be used on lazy representations such as polygon soups, and can handle dynamic scenes. We apply our method to various many‐view rasterization applications, including Instant Radiosity, Point‐Based Global Illumination, and reflection/refraction mapping. For each of these, we achieve real‐time performance in complex scenes at high resolutions.  相似文献   

9.
In this survey we review, classify and compare existing approaches for real‐time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level‐of‐detail (LoD) rendering of animated characters, including polygon‐based, point‐based, and image‐based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo‐instancing, palette skinning, and dynamic key‐pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.  相似文献   

10.
提出了一个结合层次遮挡图像缓存的快速消隐绘制算法,本算法首先利用空间连贯性对场景实行快速保守的消隐,对可能可见的近景、中景使用几何绘制,对可能可见的远景实现了基于图像和几何混合的加速绘制,实验表明,由于充分利用了空间连贯性和图像简化技术,本算法效果良好,可适合各种复杂度场景的快速绘制。  相似文献   

11.
大规模复杂场景交互绘制技术综述   总被引:2,自引:0,他引:2  
大规模复杂场景的快速绘制是虚拟现实、实时仿真和三维交互设计等许多重要应用的底层支撑技术,也是诸多研究领域面临的一个基本问题.随着近几年三维扫描和建模技术的飞速发展,三维场景的规模和复杂度不断增大,大规模复杂场景的交互绘制受到了国内外研究者越来越多的重视并取得了一系列研究成果.首先简要回顾了大规模复杂场景交互绘制的研究进展情况;然后通过对其中涉及的主要关键技术进行总结分析,并对国内外典型的绘制系统进行比较和分类,阐述了大规模复杂场景交互绘制的主要研究内容,给出了大规模复杂场景交互绘制系统所应包含的基本组成部分和一般框架;最后对今后的发展方向做出了展望.  相似文献   

12.
Interactive display of complex scenes is a challenging problem in computer graphics. Such current approaches as z‐buffer, level of detail and visibility culling have not fully used the temporal coherence between consecutive frames. When the viewing condition is fixed, the color and depth values of static polygons can be obtained from the result of the previous frame and only the remaining dynamic polygons require rendering. We present a method that enhances the speed of the conventional z‐buffer algorithm by exploiting the above temporal coherence. This algorithm is simple to combine with existing graphics hardware that supports the conventional z‐buffer algorithm. It can manipulate any scene suitable for the z‐buffer algorithm without preprocessing or human intervention. The rendering time is proportional to the number of dynamic polygons in each frame. Experimental results show that our method is faster than the conventional z‐buffer algorithm and the performance enhancement becomes higher as the fraction of static polygons increases. Copyright © 2001 John Wiley & Sons, Ltd.  相似文献   

13.
We present a new approach for simulating real-time sound propagation in complex, virtual scenes with dynamic sources and objects. Our approach combines the efficiency of interactive ray tracing with the accuracy of tracing a volumetric representation. We use a four-sided convex frustum and perform clipping and intersection tests using ray packet tracing. A simple and efficient formulation is used to compute secondary frusta and perform hierarchical traversal. We demonstrate the performance of our algorithm in an interactive system for complex environments and architectural models with tens or hundreds of thousands of triangles. Our algorithm can perform real-time simulation and rendering on a high-end PC.  相似文献   

14.
Object interactions are ubiquitous in interactive computer graphics, 3D object motion simulations, virtual reality and robotics applications. Most collision detection algorithms are based on geometrical object‐space interference tests. Some algorithms have employed an image‐space approach to the collision detection problem. In this paper we demonstrate an image‐space collision detection process that allows substantial computational savings during the image‐space interference test. This approach makes efficient use of the graphics rendering hardware for real‐time complex object interactions. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

15.
We present an interactive GPU‐based algorithm for accurately rendering high‐quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our method uses hardware rasterization to produce primary pixels, and GPU‐based BRDF importance sampling [ [CK07] ] to quickly generate reflected rays. We utilize a fast GPU ray tracer proposed by Carr et al. [ [CHCH06] ] to compute reflection hits. Our main contribution is an adaptive level‐of‐detail (LOD) control algorithm that greatly improves ray tracing performance during reflection shading. Specifically, we use the solid angle represented by each reflected ray to adaptively pick the level of termination in the BVH traversal step during ray tracing. This leads to 2 ~ 3x speedup over an unmodified implementation of [ [CHCH06] ]. Based on the same solid angle measure, we derive a texture filtering formula to reduce reflection aliasing artifacts, taking advantage of hardware MIP mapping. This extends the filtering algorithm presented in [ [CK07] ] from environment mapping to local scene reflection. Using our algorithm, we demonstrate interactive rendering rates for several scenes featuring dynamic lighting and material changes, spatially varying BRDF parameters, and rigid‐body object movement.  相似文献   

16.
交互式虚拟内窥镜系统   总被引:7,自引:0,他引:7       下载免费PDF全文
计算机图形图象技术与虚拟现实技术应用于医学内窥镜系统,产生了虚拟内窥镜技术,为了将虚拟现实技术应用在医学图象处理方面,以方便医生进行虚拟手术与无创诊断,在综合利用各种计算机图形,图象技术的基础上,提出了完整的交互式虚拟内窥镜系统的框架,同时对系统结构和各种模型进行了分析和讨论,还针对系统的实时性和绘制结果的逼真性要求,提出了基于Object Cache和扩展的区域增长方法,并将其应用到医学图象处理当中,得到了较好的效果,该系统较好地解决了虚拟现实与可视化实时性和绘制精度两方面的要求,从而为医学图象可视化提供了有力的工具。  相似文献   

17.
Although new graphics hardware has accelerated the rendering process, the realistic simulation of scenes including participating media remains a difficult problem. Interactive results have been achieved for isotropic media as well as for single scattering. In this paper, we present an interactive global illumination algorithm for the simulation of scenes that include participating media, even anisotropic and/or inhomogeneous media. The position of the observer is important in order to render inhomogeneous media according to the transport equation. Previous work normally needed to be ray-based in order to compute this equation properly. Our approach is capable of achieving real time using two 3D textures on a simple desktop PC. For anisotropic participating media we combine density estimation techniques and graphics hardware capabilities.  相似文献   

18.
19.
Photo‐realistic rendering of virtual objects into real scenes is one of the most important research problems in computer graphics. Methods for capture and rendering of mixed reality scenes are driven by a large number of applications, ranging from augmented reality to visual effects and product visualization. Recent developments in computer graphics, computer vision, and imaging technology have enabled a wide range of new mixed reality techniques including methods for advanced image based lighting, capturing spatially varying lighting conditions, and algorithms for seamlessly rendering virtual objects directly into photographs without explicit measurements of the scene lighting. This report gives an overview of the state‐of‐the‐art in this field, and presents a categorization and comparison of current methods. Our in‐depth survey provides a tool for understanding the advantages and disadvantages of each method, and gives an overview of which technique is best suited to a specific problem.  相似文献   

20.
We investigate the use of two‐level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort‐based construction algorithm and show that the two‐level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non‐uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray‐triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs.  相似文献   

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