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1.
为了把环境贴图应用于VR系统中,实现场景对象的真实感绘制,首先从分析球面调和函数入手,提出了漫反射环境纹理图的快速计算方法。在研究镜面反射模型时,提出采用箱式滤波器代替Phong余弦函数滤波的方法,从而简化了镜面反射环境纹理图的滤波计算。在实现阶段,采用立方体环境纹理图表示场景光照环境,并对纹理图进行分级细化从而提高了绘制效率。实验表明,该方法实现了物体漫反射和镜面反射的快速绘制,非常适合虚拟现实应用。  相似文献   

2.
艾祖亮  张立民 《计算机仿真》2007,24(10):173-176
环境贴图是绘制物体表面漫反射和镜面反射效果的一种有效方法.为了把环境贴图应用于视景仿真中,实现场景对象的真实感绘制,首先从分析球面调和函数入手,提出了漫反射环境纹理图的快速计算方法;然后在研究镜面反射模型时,提出采用箱式滤波器代替Phong余弦函数滤波的方法,从而简化了镜面反射环境纹理图的滤波计算;最后在实现阶段,采用立方体环境纹理图表示场景光照环境,并对纹理图进行分级细化从而提高了绘制效率.实验表明,该方法在增强对象真实感的同时,其运算速度也能满足交互系统的需求,非常适合视景仿真应用.  相似文献   

3.
唐勇  李原  吕梦雅 《计算机工程》2009,35(18):203-205
针对普通绘制毛发光照效果方法存在的实时性较差的问题,提出一种基于多项式纹理的Lengyel毛发实时绘制方法,将多项式纹理融入Lengyel绘制毛发方法中。在预处理阶段,对毛发模型进行采样,并计算纹元的多项式纹理系数,利用该系数计算不同光照下纹元的亮度信息,通过所得亮度信息确定当前光照下纹元的颜色值,并由内到外对毛发网格层进行融合绘制。实验结果表明,该方法可以满足中等规模物体的实时绘制需求。  相似文献   

4.
基于图像的光照是计算机图形学中一个新的研究领域。本文研究了一种基于球面调和函数理论的快速光照技术,此方法采用三阶球面调和函数近似估计理想漫反射物体表面的光亮度,以此实现物体表面光亮度的计算。实验结果表明,本算法能够实现真实感图像的实时绘制。  相似文献   

5.
提出一种基于图形处理器(GPU)加速的真实感毛发快速绘制方法.方法通过混合绘制多层次的半透明纹理层来表示物体表面的毛发效果,并在绘制过程充分运用了GPU的可编程功能.其中采用GPU的顶点绘制器来完成多层网格层顶点位置的计算;采用像素绘制器来实现毛发特殊光照效果的计算.实验表明,通过采用GPU可编程计算,毛发的绘制速度得到了明显提高.方法对中等规模的模型达到了实时的毛发绘制速度,并具有逼真的仿真效果.  相似文献   

6.
研究实时绘制森林动态场景问题,由于森林形状复杂,实时性差,针对风力作用下的大规模森林动态场景,提出图像变形方法和动态纹理技术的森林绘制方法。使用二维图像变形技术实现树木图像在风力作用下的变形;通过将树木变形结果预计算为复合纹理,减少渲染时计算量;在实时渲染过程中,根据当前风力,选择最相近的纹理内容,通过使用动态纹理技术实时更新至Billboard;并结合顶点偏移法一起实现树木模型在风力作用下的动态运动;为加速绘制效率,利用图形硬件加速复合纹理的选择和Billboard的顶点计算。对于上万株规模的动态森林场景,通过改进方法可以实现实时绘制。  相似文献   

7.
在互动电子游戏、增强现实等对实时计算要求很高的交互式图形应用中,大量使用复杂环境光源对虚拟物体进行照明,使其和真实场景的光照一致,虚实融合.提出了用Cook Torrance光照模型进行虚实场景的光照计算;利用球面调和基函数的方法,实时地计算高动态范围环境映射光照系数,得到高动态范围环境映射的二次多项式表达形式,在着色器计算该式得到漫反射分量;通过环境映射技术对镜面反射进行模拟,全部光照计算在GPU中完成.实验结果表明,该方法在动态变化的复杂环境光源下,完成对虚拟物体光照实时计算,绘制速度每秒30帧以上,绘制结果具有较强的真实感.  相似文献   

8.
基于层次多项式纹理的实时草地绘制   总被引:1,自引:1,他引:1  
张淮声  华炜  余莉  鲍虎军 《软件学报》2006,17(Z1):85-92
根据草的几何结构复杂性和材质的漫反射特性,提出层次多项式纹理(layered polynomial texture,简称LPT)来表示草,可以高效真实地实现这个目标.LPT是一个五维纹理,每一个纹理单元是一组多项式系数,记录分布在多层像素的不同光照方向下亮度的拟合信息,用于在绘制时计算出纹理像素的颜色.把草表示成3个沿已知视线方向的LPT,然后基于Wang Tile的LPT合成方法生成拼图块,再映射到地面上得到草地,从而获得动态光照环境下草地的实时绘制.实验结果表明,LPT的存储量小,运算代价低,而且LPT能推广到树的表示,也可以实现树的动态阴影效果.  相似文献   

9.
介绍了一种利用可编程图形硬件来实现水面实时渲染的方法。该渲染过程分为两个阶段,即水面建模和光照实现。通过当前图形硬件新提供的顶点纹理技术来对水面进行建模,并结合环境纹理映射技术和二维纹理映射技术实现了水面上的反射与折射等光照现象。实验证明,该方法大大提高了渲染速度,增强了水面渲染的交互性和实时性。  相似文献   

10.
王洁宁  孙济洲 《计算机工程》2005,31(18):34-35,104
给出了基于像素光照计算的原理和硬件体系结构;提出了一种基于像素光照计算的设计分析方法及相应的光照计算参数的纹理表示模型;通过凹凸纹理的实时绘制,给出了不同硬件加速模式下的实现结果.  相似文献   

11.
This paper presents a novel GPU-based multiresolution rendering on sole-cube maps (SCMs), which is a variant of geometry images built upon spherical parameterization. Given spherical parametrization of a manifold mesh, the sphere domain is gnomonically projected to a closed cube, which constitutes the 6-chart sole-cube maps. A quadtree structure of SCMs and normal map atlas are then constructed by using the regular re-sampling. Then, by packing the quadtree nodes into the SCMs texture atlas, a new parallel multiresolution rendering is processed on the latest GPU in two rendering passes: the multiresolution node selection in fragment shader; the triangulation in vertex shader followed by the node culling operation in geometry shader. The proposed approach generates adaptive mesh surfaces dynamically, and can be fully implemented in GPU parallelization. The proposed scheme alleviates the computing load of multiresolution mesh refinement on CPU, and our GPU-based multiresolution rendering is demonstrated with a variety of examples. Our user study confirmed that the visual quality of the SCMs multiresolution rendering, in comparison with the meshes/geometry images rendering, is also highly efficient especially for complex models in large-scale virtual environment.  相似文献   

12.
Environment‐mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video games. However, many materials are anisotropic, and shading is determined by the local tangent direction, rather than the surface normal. Even for visualization and illustration, it is increasingly common to define a tangent vector field, and use anisotropic shading. In this paper, we extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya‐Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya‐Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l–3, where l is the spherical harmonic order, and with only 6 terms (l = 0 and l = 2) capturing 99.8% of the energy. Existing code for irradiance environment maps can be trivially adapted for real‐time rendering with tangent irradiance maps. We also demonstrate an application to offline rendering of the diffuse component of fibers, using our formula as a control variate for Monte Carlo sampling.  相似文献   

13.
An explicit lighting estimation from a single image of Lambertian objects is influenced by two factors: data incompletion and noise contamination. Measurement of lighting consistency purely using the orthogonal spherical harmonic basis cannot achieve an accurate estimation. We present a novel signal-processing framework to represent the lighting field. We construct a redundant spherical harmonic frame with geometric symmetry on the sphere S 2. Spherical harmonic frames are defined over the generating rotation matrices about symmetry axes of finite symmetry subgroups of SO(3), and the generating functions are spherical harmonic basis functions. Compared with the orthogonal spherical harmonic basis, the redundant spherical harmonic frames not only describe the multidirectional lighting distribution intuitively, but also resist the noise theoretically. Subsequently, we analyze the relationship of the irradiance to the incoming radiance in terms of spherical harmonic frames, and reconstruct the lighting function filtered by the Lambertian BRDF (bidirectional reflectance distribution function). The experiments show that the frame coefficients of spherical harmonic frames can better characterize the complex lighting environments finely and robustly.  相似文献   

14.
In this paper we present the first practical method for importance sampling functions represented as spherical harmonics (SH). Given a spherical probability density function (PDF) represented as a vector of SH coefficients, our method warps an input point set to match the target PDF using hierarchical sample warping. Our approach is efficient and produces high quality sample distributions. As a by-product of the sampling procedure we produce a multi-resolution representation of the density function as either a spherical mip-map or Haar wavelet. By exploiting this implicit conversion we can extend the method to distribute samples according to the product of an SH function with a spherical mip-map or Haar wavelet. This generalization has immediate applicability in rendering, e.g., importance sampling the product of a BRDF and an environment map where the lighting is stored as a single high-resolution wavelet and the BRDF is represented in spherical harmonics. Since spherical harmonics can be efficiently rotated, this product can be computed on-the-fly even if the BRDF is stored in local-space. Our sampling approach generates over 6 million samples per second while significantly reducing precomputation time and storage requirements compared to previous techniques.  相似文献   

15.
We analyze theoretically the subspace best approximating images of a convex Lambertian object taken from the same viewpoint, but under different distant illumination conditions. We analytically construct the principal component analysis for images of a convex Lambertian object, explicitly taking attached shadows into account, and find the principal eigenmodes and eigenvalues with respect to lighting variability. Our analysis makes use of an analytic formula for the irradiance in terms of spherical-harmonic coefficients of the illumination and shows, under appropriate assumptions, that the principal components or eigenvectors are identical to the spherical harmonic basis functions evaluated at the surface normal vectors. Our main contribution is in extending these results to the single-viewpoint case, showing how the principal eigenmodes and eigenvalues are affected when only a limited subset (the upper hemisphere) of normals is available and the spherical harmonics are no longer orthonormal over the restricted domain. Our results are very close, both qualitatively and quantitatively, to previous empirical observations and represent the first essentially complete theoretical explanation of these observations.  相似文献   

16.
A low-power multimedia SoC integrates a fully programmable 3D graphics for mobile devices with an MPEG4/JPEG codec and H.264 decoder for mobile devices. A mobile unified shader achieves programmable vertex shading and pixel shading in a single die, reducing silicon area and power consumption by 35 percent and 28 percent, respectively. A logarithmic lighting engine and specialized lighting instruction improve the vertex fill rate, including transformations and lighting, to 9.1 million vertices per second. Implemented on a 6.4 mm times 6.4 mm chip with 0.13 mum CMOS logic, the SoC consumes less than 195 mW for 3D graphics applications at 1.2 V supply voltage and 100 MHz operating frequency and less than 152 mW for video applications.  相似文献   

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