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1.
基于光线追踪,将屏幕图像像素分解为投射光线与场景对象交点面片辐射亮度和 纹理贴图的合成,每个面片的辐射亮度计算基于双向反射分布函数(BRDF)基的线性组合,并通 过图形处理器(GPU)处理核心并行绘制进行加速,最后与并行计算的纹理映射结果进行合成。 提出了一种基于BRDF 和GPU 并行计算的全局光照实时渲染算法,利用GPU 并行加速,在提 高绘制效率的前提下,实现动态交互材质的全局光照实时渲染。重点研究:对象表面对光线的 多次反射用BRDF 基的线性组合来表示,将非线性问题转换为线性问题,从而提高绘制效率; 利用GPU 并行加速,分别计算对象表面光辐射能量和纹理映射及其线性组合,进一步提高计算 效率满足实时绘制需求。  相似文献   

2.
针对红外场景仿真中辐射反射分量运算复杂、真实感欠缺等问题,提出一种Blinn-Phong BRDF红外反射模型,并基于Unity平台将其应用于三维红外仿真场景。该方法在对实测红外图像进行阈值分割的基础上,利用简化辐亮度运算和红外成像过程的仿真链路反演模型,求解目标表面温度值,根据红外辐射原理与可见光光照模型的理论相似性,将改进的Blinn-Phong光照模型移植到红外波段,并引入双向反射分布函数提高仿真精度,提出Blinn-Phong BRDF红外反射模型;最后基于该辐射反射模型构建零视距仿真场景,同时将仿真图像与实测图像进行比对,验证了反射模型的可信度和有效性。实验结果表明,提出的红外反射模型既有较高的仿真效率,又能够较好地模拟红外反射的高光现象,满足红外视景仿真对辐射反射的要求。  相似文献   

3.
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   

4.
半透明材质渲染是实时渲染领域的重要研究部分。针对透射渲染依赖于准确的透射厚度计算,往往受限于场景模型和光照的复杂度问题,提出一种基于虚拟光源来计算半透明材质渲染中的透射厚度的方法。即在场景中增加一个虚拟光源,并在虚拟光源处使用排序算法来计算场景的深度信息。在计算从真实光源到着色点处的透射厚度时,提出在两者世界空间连线的直线段上进行采样,统计在物体内部的采样点占总采样点数目的比例,乘以直线段的长度得到估计结果。并且,当场景中存在多个真实光源时,基于采样的方法能够 复用虚拟光源中存储的场景深度信息。该算法能够有效地提升透射厚度计算的准确率,也能减轻场景中光源数量增多带来的显存开销问题。实验证明该方法能在效率、效果和显存开销之间取得较好的平衡。  相似文献   

5.
目的 基于双向反射分布函数的重要性采样方法在渲染物体材质表面时有极佳的拟真度,但采样方式存在复杂和高硬件存储开销的问题。针对上述问题,提出了一种基于权重生成和向量线性插值的采样方法用于解决该问题。方法 在对出射光线方向进行计算时,通过给定的入射光方向、法线方向与物体表面材质光滑度参数,首先计算镜面反射光线方向,再结合余弦与指数函数二者的函数特性生成具有一定分布特征的权重值,并将镜面反射方向与随机生成的漫反射方向进行线性插值,其插值权重即为上述生成的权重值,最后规范化得到具有一定分布特征的新的出射方向。结果 本文基于该快速采样方法,给出了路径追踪渲染算法的一套完整实现,并利用本文算法,从常见各类物体表面中抽取9种进行渲染,将所得实验结果与通过原始双向反射分布函数采样算法所渲染得到的实际结果进行比较,发现利用快速采样算法后渲染速度可提升1.521.99倍,且由于近似所造成的相对误差可控制在8%以内,并将原本用于描述物体表面的34 MB数据量降为仅几个浮点数的数据量,可知上述采样方法既具有极低硬件存储开销的特点,其渲染的图片又能保有较高的拟真度。随着光滑度参数的连续变化,可使得被渲染的物体表面由理想漫反射到理想镜面反射之间均匀过渡,从而统一了漫反射、高光反射与镜面反射三者的采样形式。结论 本文使用简化的出射光方向采样算法替代传统BRDF重要性采样算法,并配套给出基于新采样算法实现的一套完整的路径追踪渲染方法,使得在不失真实度的情况下使得计算机在模拟漫反射、高光反射与镜面反射的形式得以简化与统一。本文方法亦可作为现有诸多采样方法的替代方案,其极低的存储开销优势可用于渲染含有大量不同材质的复杂场景;在渲染一般的粗糙表面、瓷器以及金属等常见各向同性材质时也有较佳的表现力。上述的完整实现方式可以在需要的时候对静态场景做不失真实度的快速渲染。  相似文献   

6.
顾耀林  朱丽华  王华 《计算机应用》2007,27(7):1626-1628
对虚拟图像场景绘制算法进行研究,提出了一种基于低维线性子空间的球面谐波光照表示算法。从物体模型得到子空间,并抽取其中的低维线性空间,利用球面谐波函数将朗伯反射作为一个卷积处理,来近似表示朗伯反射,同时添加了漫反射阴影交互转移。实验结果表明该算法逼近程度好,绘制质量高,具有一定的实用价值。  相似文献   

7.
孙鑫  周昆  石教英 《软件学报》2008,19(4):1004-1015
现有的基于预计算的全局光照明绘制算法都假设场景中物体的材质固定不变,这样,从入射光照到出射的辐射亮度之间的传输变换就是线性变换.通过对这种线性变换的预计算,可以在动态光源下实现全局光照明的实时绘制.但是,当材质可以改变时,这种线性变换不再成立,因此,现有算法无法直接用于动态材质的场景.提出了一种方法:在修改场景中的物体材质时,可以实时得到场景在直接光照和间接光照下的绘制效果.将最终到达视点的辐射亮度根据其之前经过的反射次数及相应的反射材质分为多个部分,每个部分和先后反射的材质的乘积成正比,从而把该非线性问题转化为线性问题.又将所有可选的材质都表示为一组基的线性组合.将这组基作为材质赋予场景中的物体,就有各种不同的组合方式,预计算每种组合下所有部分的出射辐射亮度.在绘制时,根据各物体材质投影到基上的系数线性组合预计算的数据就能实时得到最终的全局光照明的绘制结果.该方法适用于几何场景、光照和视点都不发生变化的场景.使用双向反射分布函数来表示物体的材质,不考虑折射或者半透明的情况.该实现最多包含两次反射,并可以实时绘制得到一些很有趣的全局光照明效果,比如渗色、焦散等等.  相似文献   

8.
由于小波相比球面谐波函数能够更好地表现许多高频光照细节,哈尔小波被越来越多地被应用在许多基于PRT的全局光照渲染算法中.在PRT框架下,利用小波变换对光照、遮挡、BRDF等函数进行预处理.然后,利用所得到的预处理数据,在GPU上来实时地渲染软阴影.在渲染过程中,使用Tree-structured算法来计算渲染方程.为了能在GPU上实现该算法,对该算法中所用到数据结构的实现方式进行重新设计,并对该算法的实现过程进行调整和优化.同时,利用GPU的一些特性,在一些实现细节上也进行了相应优化.  相似文献   

9.
为了解决全局光照下漫反射和高光反射的实时计算,提出了一种利用环境贴图实现漫反射和高光反射实时渲染的综合算法。通过对原始光照环境贴图进行分级,改进了原有计算漫反射贴图的滤波算法,提高了运算速度。同时在保证一定逼真度的条件下,利用硬件完成了高光反射贴图的生成。最终通过可编程图形管道,完成了光照的实时计算和渲染。实验结果表明,这种综合算法可以在VR程序中达到比较满意的效果。  相似文献   

10.
艺术家进行设计时,常常需要一种可以交瓦地修改模型表面材质的工具.为了在环境光下对模型表面的材质进行实时编辑,提出一种基于预计算辐射传输的算法:首先预计算环境光相对于模型表面每一个顶点的可见性;然后在绘制时实时计算物体表面的双向反射分布函数(BRDF);最后通过查找环境光相对于模型表面每一个顶点的可见性,快速绘制出物体表面材质.实验结果表明,使用该算法,用户可以通过调节BRDF的参数,实现物体表面材质的实时动态编辑,同时支持动态视点和动态环境光.  相似文献   

11.
This paper introduces a real‐time rendering method for single‐bounce glossy caustics created by GGX microsurfaces. Our method is based on stochastic light culling of virtual point lights (VPLs), which is an unbiased culling method that randomly determines the range of influence of light for each VPL. While the original stochastic light culling method uses a bounding sphere defined by that light range for coarse culling (e.g., tiled culling), we have further extended the method by calculating a tighter bounding ellipsoid for glossy VPLs. Such bounding ellipsoids can be calculated analytically under the classic Phong reflection model which cannot be applied to physically plausible materials used in modern computer graphics productions. In order to use stochastic light culling for such modern materials, this paper derives a simple analytical solution to generate a tighter bounding ellipsoid for VPLs on GGX microsurfaces. This paper also presents an efficient implementation for culling bounding ellipsoids in the context of tiled culling. When stochastic light culling is combined with interleaved sampling for a scene with tens of thousands of VPLs, this tiled culling is faster than conservative rasterization‐based clustered shading which is a state‐of‐the‐art culling technique that supports bounding ellipsoids. Using these techniques, VPLs are culled efficiently for completely dynamic single‐bounce glossy caustics reflected from GGX microsurfaces.  相似文献   

12.
This paper proposes a method for efficiently rendering indirect highlights. Indirect highlights are caused by the primary light source reflecting off two or more glossy surfaces. Accurately simulating such highlights is important to convey the realistic appearance of materials such as chrome and shiny metal. Our method models the glossy BRDF at a surface point as a directional distribution, using a spherical von Mises‐Fisher (vMF) distribution. As our main contribution, we merge multiple vMFs into a combined multimodal distribution. This effectively creates a filtered radiance response function, allowing us to efficiently estimate indirect highlights. We demonstrate our method in a near‐interactive application for rendering scenes with highly glossy objects. Our results produce realistic reflections under both local and environment lighting.  相似文献   

13.
We propose a novel rendering method which supports interactive BRDF editing as well as relighting on a 3D scene. For interactive BRDF editing, we linearize an analytic BRDF model with basis BRDFs obtained from a principal component analysis. For each basis BRDF, the radiance transfer is precomputed and stored in vector form. In rendering time, illumination of a point is computed by multiplying the radiance transfer vectors of the basis BRDFs by the incoming radiance from gather samples and then linearly combining the results weighted by user‐controlled parameters. To improve the level of accuracy, a set of sub‐area samples associated with a gather sample refines the glossy reflection of the geometric details without increasing the precomputation time. We demonstrate this program with a number of examples to verify the real‐time performance of relighting and BRDF editing on 3D scenes with complex lighting and geometry.  相似文献   

14.
Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method for rendering screen‐space glossy to glossy reflections in realtime. We use spherical von Mises‐Fisher (vMF) distributions to model glossy BRDFs at surfaces, and employ screen space directional occlusion (SSDO) rendering framework to trace indirect light transports bounced in the screen space. As our main contributions, we derive a new parameterization of vMF distribution so as to convert the non‐linear fit of multiple vMF distributions into a linear sum in the new space. Then, we present a new linear filtering technique to build MIP‐maps on glossy BRDFs, which allows us to create filtered radiance transfer functions at runtime, and efficiently estimate indirect glossy to glossy reflections. We demonstrate our method in a realtime application for rendering scenes with dynamic glossy objects. Compared with screen space directional occlusion, our approach only requires one extra texture and has a negligible overhead, 3% ~ 6% loss at frame rate, but enables glossy to glossy reflections.  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.
Illumination rendering, including environment lighting, indirect illumination, and subsurface scattering, plays an important role in many graphics applications such as games and VR systems. However, it is difficult to run in real-time due to its highly computational cost. We introduce a GPU-based light hierarchy for real-time approximation of the illumination. We store virtual point lights in images and then build the view-independent hierarchy of the lights into image pyramids, with a simple and rapid clustering strategy. We approximate the illumination with small numbers of groups of lights instead of large numbers of individual lights, using a new tree traversal algorithm on programmable graphics hardware. Although we implemented our method without occlusion, we obtained visually good results in many cases. Entire steps run on programmable graphics hardware in real-time without any preprocessing.  相似文献   

17.
We present a novel algorithm, IlluminationCut, for rendering images using the many‐lights framework. It handles any light source that can be approximated with virtual point lights (VPLs) as well as highly glossy materials. The algorithm extends the Multidimensional Lightcuts technique by effectively creating an illumination‐aware clustering of the product‐space of the set of points to be shaded and the set of VPLs. Additionally, the number of visibility queries for each product‐space cluster is reduced by using an adaptive sampling technique. Our framework is flexible and achieves around 3 – 6 times speedup over previous state‐of‐the‐art methods.  相似文献   

18.
Based on a virtual spherical light source method, this paper presents an improved virtual spherical lights approach for glossy illumination by modifying a reflection render equation. First, in order to keep primitive spherical lights, it uses non-zero solid angle integration instead of a geometric item of traditional Instant Radiosity arithmetic. Second, the formula mode for the light energy allocation of VSLs is improved by the energy distribution, in which the radius of sphere is replaced by the radius of inscribed circle generated by the tangent to the non-zero solid angle of cone. Third, the similar function of judging two point visibility takes place of a cosine term in the approximate equations of the VSLs. Experiments show that blurring or disappearing phenomenon that appear in part of right-angle surface scene is avoided.  相似文献   

19.
This paper develops a theory of frequency domain invariants in computer vision. We derive novel identities using spherical harmonics, which are the angular frequency domain analog to common spatial domain invariants such as reflectance ratios. These invariants are derived from the spherical harmonic convolution framework for reflection from a curved surface. Our identities apply in a number of canonical cases, including single and multiple images of objects under the same and different lighting conditions. One important case we consider is two different glossy objects in two different lighting environments. For this case, we derive a novel identity, independent of the specific lighting configurations or BRDFs, that allows us to directly estimate the fourth image if the other three are available. The identity can also be used as an invariant to detecttampering in the images.While this paper is primarily theoretical, it has the potential to lay the mathematical foundations for two important practical applications. First, we can develop more general algorithms for inverse rendering problems, which can directly relight and change material properties by transferring the BRDF or lighting from another object or illumination. Second, we can check the consistency of an image, to detect tampering or image splicing.  相似文献   

20.
赵沁平  车英慧 《软件学报》2011,22(8):1948-1959
针对现有的预计算辐射传递算法对三维场景限制严格、适合于低频光照环境等问题,提出了一种动态场景的全频阴影绘制算法.在预处理阶段使用球体对三维物体进行拟合,同时对光照函数和BRDF(bidirectional reflectance distribution function)函数进行Harr小波变换;在运行时阶段利用不同基函数的优势,在像素基空间进行多个球体可见性函数的快速合并,在小波基空间进行光照函数、BRDF函数和可见性函数的三乘积分,得到最终的光照值.使用CUDA(computed unified device architecture)实现了该算法,充分利用了图形硬件的最新功能.实验结果表明,阴影绘制质量有很大的提高,可以基本达到实时绘制.  相似文献   

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