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1.
针对Pre-computed Radiance Transfer(PRT)全局光照算法的特点,提出了一种针对大规模场景的模型细分方法.基于PRT的全局光照算法的渲染结果和模型的精细程度密切相关,对于小规模的场景,可以使用比较精细的模型以得到很好的绘制结果,但对于大规模场景,对整个模型都使用精细的网格是十分浪费资源和不可接受的.通过加入PRT算法中计算的一些权重值,对模型中影响全局光照效果很大的地方进行精细的细分,对全局光照效果影响很小的地方进行较粗的细分或者不细分,从而实现既能提升全局光照效果,又不会过量增加模型规模的自适应网格细分.  相似文献   

2.
为了解决传统的基于光辐射传输预计算(PRT)的全局光照技术在大规模场景下渲染效率低下的问题,在对PRT光照算法的本质进行分析的基础上,提出了一种基于四叉树的自适应网格细分算法.根据光照方程中的可见性函数,只在需要产生阴影的地方进行网格细分,并利用四叉树来重组模型数据,避免了传统的网格均匀细分方法导致的模型复杂度大幅增加,从而会影响绘制效率的问题.通过在虚拟机场仿真系统中的实际应用,对两种算法进行了比较,表明了该算法在效果和效率上均优于原有算法.  相似文献   

3.
作为一种特殊的光照模型,辐射度在图形学中有着重要的应用.然而,由于其计算的复杂性,辐射度方法一直得不到广泛的应用,特别是在动态场景中.提出一种基于辐射度算法的全局光照实时加速算法,在原有基于点采样进行场景的全局光照近似的基础上,提出了不同的点采样计算方法,以提高辐射度方法对动画场景的适应性.算法对场景中的物体建立六面体包围盒,并在包围盒各顶点设置采样点,这样就可以在环境变化对其光照影响不大的情况下采用原有的计算结果,实现辐射度算法在动态场景中的计算加速.同时,对场景中的每个物体的光照,利用立方体映射计算直接光照;而对物体间的能量交换采用点采样方法进行近似计算并利用附近采样点的光照插值作为物体的光照.实验结果表明,该算法可以减少大量的间接光照计算,提高了辐射度算法的效率.  相似文献   

4.
光线跟踪算法所基于的的Phong光照模型对于面片之间的辐射与色素渗透效应(即漫反射相互反射,diffuseinterreflection)表现不足,该文在辐射度与Phong光照模型的理论基础上提出了高级光照模型,并对该模型提出相应的简化模型及加速算法予以实现。  相似文献   

5.
辐射度算法能绘制出更为真实的场景,而近几年发展起来的Monte Carlo辐射度算法可对复杂场景全局光照进行快速、有效的求解,基于Monte Carlo辐射度算法提出了一个精确的方向光源模型,通过直接设置光源角度即可快速生成舞台的聚光灯效果。  相似文献   

6.
针对冠层辐射模拟对模型精度要求高,而计算量大的问题,提出了一种适应于叶片模型网格简化的改进边折叠方法。在基于二次误差测度算法的基础上,在折叠代价中引入曲率变化及狭长三角形的判断,同时对于叶片模型边界的保持则采用半边折叠的方法。以枇杷为例,利用Artec手持激光扫描仪获取的叶片网格模型进行简化,并将简化后的叶片模型应用到辐射度计算,实验结果表明,在辐射度的模拟精度方面,相同模型简化前后的模拟结果变化幅度较小,可以满足辐射度模拟精度要求,而明显提高辐射度的计算效率;在可视化效果方面,简化后的模型能够保持叶片的主要形态结构特征,有着较好的可视化效果。  相似文献   

7.
光线跟踪算法所基于的Phong光照模型对于面片之间的辐射与色素渗透效应(即漫反射相互反射,diffuse interreflection)表现不足,该文在辐射度与Phong光照模型的理论基础上提出了高级光照模型,并对该模型提出相应的简化模型及加速算法予以实现。  相似文献   

8.
基于隐函数插值的连续多分辨率模型   总被引:2,自引:0,他引:2  
曹卫群  鲍虎军  彭群生  胡敏 《软件学报》2000,11(9):1248-1256
提出了一种基于变分隐函数插值的连续多分辨率模型生成算法,通过递归地删除网格模型中的边得到连续的简化模型.算法采用变分隐函数插值的方法对网格模型分区域插值,生成原始模型的区域插值隐函数曲面,并以对应隐函数曲面上的采样点作为边折叠的目标点.算法建立了可调加权控制函数来控制边的简化顺序.在模型简化过程中,可通过交互调节控制函数的权值执行不同的简化原则,使得重要度低的边优先删除.此外,通过建立独立集,避免了模型的局部过度简化.实验结果表明,此算法能实现较理想的简化效果.  相似文献   

9.
在网格去噪中,由于面法向对于噪声非常敏感,当网格噪声较大时,依赖于2个高斯函数的双边滤波器难以找到合适的方差参数来自适应地区分噪声和特征附近的法向变化,导致出现无法有效地去除噪声或者破坏网格的结构特征的问题.为此,提出一种改进的基于面法向的全局双边滤波算法.首先通过面法向规范化加强对噪声和特征附近面法向变化的区分,应用规范化后的法向量计算双边滤波中刻画法向变化的权重,以克服参数选择难题;其次根据重加权的思想加大对噪声的惩罚力度,进一步提高了降噪效果.大量实验结果表明,该算法无论从视觉上还是从数值上都取得了比现有算法更好的降噪结果.  相似文献   

10.
基于超包络的三角形网格简化算法   总被引:8,自引:1,他引:7  
张明敏  周昆  潘志庚 《软件学报》1999,10(6):584-588
文章提出了一种基于超包络的三角形网格简化算法.该算法不仅适用于任意拓扑结构的网格,而且能定量控制简化的全局误差,具有速度快、效果好的优点.在此算法的基础上,文章提出了一种连续细节层次模型的生成方法,并给出一组实例,说明了算法的有效性.另外,文章还将此算法与其他具有全局误差控制的简化算法进行了比较.  相似文献   

11.
We present a hybrid approach to simulate global illumination and soft shadows at interactive frame rates. The strengths of hardware-accelerated GPU techniques are combined with CPU methods to achieve physically consistent results while maintaining reasonable performance. The process of image synthesis is subdivided into multiple passes accounting for the different illumination effects. While direct lighting is rendered efficiently by rasterization, soft shadows are simulated using a novel approach combining the speed of shadow mapping and the accuracy of visibility ray tracing. A shadow refinement mask is derived from the result of the direct lighting pass and from a small number of shadow maps to identify the penumbral region of an area light source. This region is accurately rendered by ray tracing. For diffuse indirect illumination, we introduce radiosity photons to profit from the flexibility of a point-based sampling while maintaining the benefits of interpolation over scattered data approximation or density estimation. A sparse sampling of the scene is generated by particle tracing. An area is approximated for each point sample to compute the radiosity solution using a relaxation approach. The indirect illumination is interpolated between neighboring radiosity photons, stored in a multidimensional search tree. We compare different neighborhood search algorithms in terms of image quality and performance. Our method yields interactive frame rates and results consistent with path tracing reference solutions.  相似文献   

12.
The radiosity method for the simulation of interreflection of light between diffuse surfaces is such a common image synthesis technique that its derivation is worthy of study. We here examine the radiosity method in a two dimensional, flatland world. It is shown that the radiosity method is a simple finite element method for the solution of the integral equation governing global illumination. These two-dimensional studies help explain the radiosity method in general and suggest a number of improvements to existing algorithms. In particular, radiosity solutions can be improved using a priori discontinuity meshing, placing mesh boundaries on discontinuities such as shadow edges. When discontinuity meshing is used along with piecewise-linear approximations instead of the current piecewise-constant approximations, the accuracy of radiosity simulations can be greatly increased.  相似文献   

13.
Finite elements methods for radiosity are aimed at computing global illumination solutions efficiently. However these methods are not suitable for obtaining high quality images due to the lack of error control. Two-pass methods allow to achieve that level of quality computing illumination at each pixel and thus introducing a high computing overhead. We present a two-pass method for radiosity that allows to produce high quality images avoiding most of the per-pixel computations. The method computes a coarse hierarchical radiosity solution and then performs a second pass using current graphics hardware accelerators to generate illumination as high definition textures.  相似文献   

14.
We introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs.  相似文献   

15.
This paper proposes an efficient method for the production of high quality radiosity solutions which uses an a priori knowledge of the dynamic properties of the scene to exploit temporal coherence. The method is based on a two-pass strategy that provides user-control on the final frame quality. In the first pass, it computes a coarse global solution of the radiosities along a time interval and then, in the second pass, it performs a frame-to-frame incremental gathering step using hardware graphic accelerators. Computing cost is thus reduced because the method takes advantage of frame-to-frame coherence by identifying the changes produced by dynamic objects and by decoupling them from computations that remain unchanged. The input data is a dynamic model of the environment through a period of time corresponding to the same camera recording. The method proceeds by incrementally updating two data structures: a space-time hierarchical radiosity solution for a given interval of time and a hierarchical tree of textures representing the space-time final illumination of the visible surfaces. These data structures are computed for a given viewpoint, either static or dynamic. The main contribution of this work is the efficient construction of the texture tree by identifying the changes produced by dynamic objects and by only recomputing these changes.  相似文献   

16.
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   

17.
A new definition is given to the problem of light positioning in a closed environment, aiming at obtaining, for a global illumination radiosity solution, the position and emission power for a given number of lights that provide a desired illumination at a minimum total emission power. Such a desired illumination is expressed using minimum and/or maximum values of irradiance allowed, resulting in a combinatory optimization problem. A pre-process computes and stores irradiances for a pre-established set of light positions by means of a radiosity random walk. The reuse of photon paths makes this pre-process reasonably cheap. Different heuristic search algorithms, combined to linear programming, are discussed and compared, from the simplest hill climbing strategies to the more sophisticated population-based and hybrid approaches. The paper shows how the presented approaches make it possible to obtain a good solution to the problem at a reasonable cost.  相似文献   

18.
We propose a novel approach to simulate the illumination of augmented outdoor scene based on a legacy photograph. Unlike previous works which only take surface radiosity or lighting related prior information as the basis of illumination estimation, our method integrates both of these two items. By adopting spherical harmonics, we deduce a linear model with only six illumination parameters. The illumination of an outdoor scene is finally calculated by solving a linear least square problem with the color constraint of the sunlight and the skylight. A high quality environment map is then set up, leading to realistic rendering results. We also explore the problem of shadow casting between real and virtual objects without knowing the geometry of objects which cast shadows. An efficient method is proposed to project complex shadows (such as tree's shadows) on the ground of the real scene to the surface of the virtual object with texture mapping. Finally, we present an unified scheme for image composition of a real outdoor scene with virtual objects ensuring their illumination consistency and shadow consistency. Experiments demonstrate the effectiveness and flexibility of our method.  相似文献   

19.
This paper presents a complete algorithm for the evaluation and control of error in radiosity calculations. Providing such control is both extremely important for industrial applications andd one of the most challenging issues remaining in global illumination research. In order to control the error, we need to estimate the accuracy of the calculation while computing the energy exchanged between two objects. Having this information for each radiosity interaction allows to allocate more resources to refine interactions with greater potential error, and to avoid spending more time to refine interactions already represented with sufficient accuracy. Until now, the accuracy of the computed energy exchange could only be approximated using heuristic algorithms. This paper presents the first exhaustive algorithm to compute fully reliable upper and lower bounds on the energy being exchanged in each interaction. This is accomplished by computing first and second derivatives of the radiosity function where appropriate, and making use of two concavity conjectures. These bounds are then used in a refinement criterion for hierarchical radiosity, resulting in a global illumination algorithm with complete control of the error incurred. Results are presented, demonstrating the possibility to create radiosity solutions with guaranteed precision. We then extend our algorithm to consider linear bounding functions instead of constant functions, thus creating simpler meshes in regions where the function is concave, without loss of precision. Our experiments show that the computation of radiosity derivatives along with the radiosity values only requires a modest extra cost, with the advantage of a much greater precision.  相似文献   

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