共查询到20条相似文献,搜索用时 15 毫秒
1.
现有的对半透明物体的绘制算法中大部分都是为均质材质设计的,虽然有少数算法可以绘制非均质材质,但效率不高,为此提出一种图形硬件加速的动态非均质半透明物体的实时绘制算法.首先将模型的采样点组织成八叉树的形式,将双向次表面散射反射函数(BSSRDF)表达绑定为顶点属性,同时充分利用图形硬件的并行性来实现八叉树的快速建立和遍历;然后以树的结点之间的空间距离和材质的相似度为准则提出一种新的采样方法来提高表面积分的效率.由于整个过程不需要任何预计算,因此该算法可以很容易地扩展到动画场景或者变化的材质,并且还可以灵活地选择BSSRDF的表达方式.实验结果表明,文中算法可以达到实时的绘制帧率和良好的视觉效果. 相似文献
2.
系统可实时绘制中国山水画中常见的物体并生成视频输出,它包括5个模块:多通道技术和新型国画山光照模型的山峦绘制模块、基于位移映射的云层模拟、基于纹理运动的瀑布绘制模块、基于广告牌技术的树木绘制模块和实时视频输出模块.前面4个模块利用GPU可编程特性控制其流水线,对任意三维场景,可实时绘制水墨画效果;用户可根据需要对系统中的各个绘制模块进行配置并实时漫游. 相似文献
3.
This paper presents an efficient method to trace secondary rays in depth-of-field (DOF) rendering, which significantly enhances realism. Till now, the effects by secondary rays have been little addressed in real-time/interactive DOF rendering, because secondary rays have less coherence than primary rays, making them very difficult to handle. We propose novel measures to cluster secondary rays, and take a virtual viewpoint to construct a layered image-based representation for the objects that would be intersected by a cluster of secondary rays respectively. Therefore, we can exploit coherence of secondary rays in the clusters to speed up tracing secondary rays in DOF rendering. Results show that we can interactively achieve DOF rendering effects with reflections or refractions on a commodity graphics card. 相似文献
4.
应用于传递函数设定的交互式体绘制工具 总被引:9,自引:0,他引:9
传递函数是体绘制过程中用以定出体数据与光学特征的对应关系,因此,传递函数的设定对成像质量有着直接的影响,文章提出一应用于传递函数设定、简单且有效的交互式体绘制工具,由于二维纹理硬件在通用的个人计算机上被普遍使用,因而该工具采用基于二维纹理硬件的体绘制方法,利用本工具,用户能根据体数据的直方图来交互地分别设定R、G、B和A四种传递函数,以定出体数据与光学特征的对应关系,并获得实时的反馈视觉信息(绘制结果),该工具亦提供一虚拟轨迹球让用户交互地改变观察体数据的视点,用户不但可以交互地控制放大或缩小比率来绘制体数据,还可以选择采用光照或由多重纹理实现的三线性插值来获得不同的绘制效果,该文描述开发此工具的各种技术,并给出利用此工具得到的一些绘制结果。 相似文献
5.
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
6.
在场景分割的基础上,提出一种连续分层层次细节模型组织场景,并对视点空间进行划分,为每个视点单元计算恰好满足单元内任意视点屏幕像素误差的场景图节点列表,称为cell-front;然后利用cell-front对外存模型的存储进行重新设计.在绘制时采用多线程技术,绘制线程对当前cell-front进行可见性剔除和视点相关的选择绘制;预取线程采用一种基于视点单元的预取策略,利用视点单元之间cell-front的变化控制预取数据的调度.该算法能够在保证场景绘制质量的前提下,在普通的PC机上实现大规模外存场景的实时交互显示. 相似文献
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Balázs Csébfalvi Lukas Mroz Helwig Hauser reas König & Eduard Gröller 《Computer Graphics Forum》2001,20(3):452-460
In this paper we present a fast visualization technique for volumetric data, which is based on a recent non-photorealistic rendering technique. Our new approach enables alternative insights into 3D data sets (compared to traditional approaches such as direct volume rendering or iso-surface rendering). Object contours, which usually are characterized by locally high gradient values, are visualized regardless of their density values. Cumbersome tuning of transfer functions, as usually needed for setting up DVR views is avoided. Instead, a small number of parameters is available to adjust the non-photorealistic display. Based on the magnitude of local gradient information as well as on the angle between viewing direction and gradient vector, data values are mapped to visual properties (color, opacity), which then are combined to form the rendered image (MIP is proposed as the default compositing stragtegy here). Due to the fast implementation of this alternative rendering approach, it is possible to interactively investigate the 3D data, and quickly learn about internal structures. Several further extensions of our new approach, such as level lines are also presented in this paper. 相似文献
9.
《Computer Graphics and Applications, IEEE》2009,29(1):66-78
The authors present an algorithm for real-time realistic rendering of translucent materials such as marble, wax, and milk. Their method captures subsurface scattering effects while maintaining interactive frame rates. The main idea of this work is that it employs the dipole diffusion model with a splatting approach to evaluate the integral over the surface area for computing illumination due to multiple scattering. 相似文献
10.
实时绘制3D中国画效果 总被引:3,自引:3,他引:3
介绍了一个利用可编程图形硬件对3D山峦模型进行实时水墨效果绘制的系统.首先建立对应于不同层次的一组纹理图像,图像中的笔刷纹理按照手工绘画那样非均匀分布并构成明暗变化的纹理序列.系统在运行,首先检测山峦模型的位置来确定它所在的层,然后根据山峦模型的光照值对相应的纹理进行混合,山峦底部则与背景的云雾图进行混合,以得到最终的具有国画风格的画面. 相似文献
11.
提出一种复杂环境光照条件下交互级毛发绘制与外观编辑的算法,其中光源采用球面径向基函数(SRBF)表示.推导出了一个可以用来精确表达Marschner毛发散射函数(Marschner S R,Jensen H W,Cammarano M,et al.Light scattering from human hair fibers.ACM Transactions on Graphics,2003,22(3):780-791)[2]的简洁一维圆高斯表达,该表达可以高效地以解析形式计算每个SRBF光源与毛发散射函数的积分,因此支持高效的单次散射和多次散射计算.与前人工作不同,文中算法完全在运行时进行所有的计算,不需要昂贵的预计算步骤,因此可以动态地改变毛发的散射参数.分析表明,文中提出的近似表示是精确且简洁的.此外,该算法可以处理椭圆头发截面的情况.通过在GPU上实现,文中算法可以达到交互帧率. 相似文献
12.
实时生成具有真实感效果的水面是计算机图形学中的研究热点和难点之一。文章介绍了一个利用可编程图形硬件来实现水面实时生成和绘制的系统,绘制过程主要分两个方面:水面的建模和水面光照效果的实现。通过基于空间域的快速傅立叶变换技术来实现水面的建模,通过凹凸纹理贴图和投影纹理技术来实现水面的反射、折射和菲涅耳等水面光照效果。绘制过程主要在图形处理器中实现,从而保证了算法的实时性。在现有的PC机和可编程图形硬件加速卡上能达到每秒30帧以上的绘制速度。 相似文献
13.
在用户给定场景中,为了利用估计出的半透明材质参数渲染得到与输入图片具有相似外观的半透明物体,提出一种基于颜色直方图匹配对单张图片进行半透明材质估计的算法.对于均匀半透明材质,首先将材质估计问题转化为一个能量最小化的过程,能量函数被定义为输入图与渲染图之间颜色直方图的差别,并通过共轭梯度法优化能量函数,得到材质估计结果;对于非均匀半透明材质,通过材质聚类将所得材质视为均匀半透明材质分别进行估计.实验结果表明,由于避免了形状恢复以及光照条件估计引进误差,该算法能够高质量地进行复杂几何形体、复杂光照条件下的半透明材质估计. 相似文献
14.
大规模点模型的实时高质量绘制 总被引:7,自引:1,他引:7
提出了一个针对大规模点模型的实时高质量绘制算法.该算法采用距离相关的自适应绘制策略,在不损失绘制质量的前提下简化了计算.在预处理阶段,对点模型进行剖分,为每一分片分别建立层次结构,并序列化为线性二叉树保存.绘制时,首先根据每片的包围盒和法向等信息进行快速视域裁剪与背面剔除.对于可见的分片,依据它与视点的距离和视线方向,选择恰当的细节层次,直接取出线性二叉树中对应的点几何数据,自适应地选择最合适的绘制模式对其进行绘制.为了减少存储空间的消耗,该文提出了一种面向保留模式图形硬件加速的点模型压缩和解压缩算法,压缩比例达到8:1.作者在可编程图形硬件中实现了该文算法,在普通微机上实现了百万数量级点模型的实时高质量绘制。 相似文献
15.
Interactive Rendering with Coherent Ray Tracing 总被引:9,自引:1,他引:9
Ingo Wald Philipp Slusallek Carsten Benthin & Markus Wagner 《Computer Graphics Forum》2001,20(3):153-164
For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-based algorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be, at which ray tracing would eventually become faster, or if such a point does exist at all.
This paper provides several contributions to this discussion: We first present a highly optimized implementation of a ray tracer that improves performance by more than an order of magnitude compared to currently available ray tracers. The new algorithm make better use of computational resources such as caches and SIMD instructions and better exploits image and object space coherence. Secondly, we show that this software implementation can challenge and even outperform high-end graphics hardware in interactive rendering performance for complex environments. We also provide an brief overview of the benefits of ray tracing over rasterization algorithms and point out the potential of interactive ray tracing both in hardware and software. 相似文献
This paper provides several contributions to this discussion: We first present a highly optimized implementation of a ray tracer that improves performance by more than an order of magnitude compared to currently available ray tracers. The new algorithm make better use of computational resources such as caches and SIMD instructions and better exploits image and object space coherence. Secondly, we show that this software implementation can challenge and even outperform high-end graphics hardware in interactive rendering performance for complex environments. We also provide an brief overview of the benefits of ray tracing over rasterization algorithms and point out the potential of interactive ray tracing both in hardware and software. 相似文献
16.
We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using tile hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires inatching surface normals. Furthermore, we incorporate efficient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools. 相似文献
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半透明物体透明效果的真实感绘制是近年来研究的热点,提出一种针对半透明物体漫散射效果的实时真实感绘制与材质动态编辑方法--基于双向表面散射反射率函数(BSSRDF)的Dipole近似.通过主元分析将Dipole近似中的漫散射材质甬数分解为与形状相关甬数和与半透明材质相关函数的乘积形式;利用该分解表示,在预辐射传输的实时真实感绘制框架下,通过对散射传输的预计算来实现在多种光源环境下对半透明物体材质的实时编辑.此外,还提出一种对预计算辐射传输数据在空域上进行二次小波压缩的方法,利用表面点在空间分布位置的相关性,在保证绘制质量的前提下,大大压缩了数据,提升了绘制效率.实验结果表明,文中方法可以生成具有高度真实感的半透明效果并保证实时的绘制速度. 相似文献
19.
We present a Hybrid Geometric‐Image Based Rendering (HGIBR) system for displaying very complex geometrical models at interactive frame rates. Our approach replaces distant geometry with a combination of image‐based representations and geometry, while rendering nearby objects from geometry. Reference images are computed on demand, which means that no pre‐processing, or additional storage are necessary. We present results for a massive model of a whole offshore gas platform, to demonstrate that interactive frame rates can be maintained using the HGIBR approach. Our implementation runs on a pair of PCs, using commodity graphics hardware for fast 3D warping. 相似文献
20.
硬件加速的大数据量自适应体绘制 总被引:1,自引:0,他引:1
利用树形结构和纹理映射技术,在普通微机上实现对大数据量体数据的实时交互.依靠八叉树结构和显卡的硬件加速功能,将体数据划分为不同精度的数据块,打破了大数据显示时显存与内存间容量和带宽的限制,通过交互策略动态遍历该树,实现对大数据量体数据多精度的绘制.实验结果表明,文中方法在普通微机上可以大于10帧/s的速度交互操纵GB级以上的体数据.该方法可有效地降低体绘制对于硬件的需求,使得在较低配置下对其交互成为可能. 相似文献