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1.
三维地形场景的真实感绘制   总被引:4,自引:2,他引:4  
三维地形场景的真实感绘制追求的两个目标是绘制的逼真度和绘制的实时性,需要在不明显降低图像质量的条件下保持较高的交互帧速率。为了满足实时性的需求,采用连续LOD算法和其它技术来加速地形绘制:为了满足逼真度的需求,采用SAR图像进行纹理映射,采用光照映射实现场景照明和明暗处理。  相似文献   

2.
真实感树木绘制技术研究   总被引:1,自引:0,他引:1  
真实感树木绘制技术的研究是计算机真实感图形学的一个热点领域,因为树木复杂的细节结构使其在绘制上存在着相当大的困难.主要讨论了真实感树木的绘制方法,对国内外在该领域的工作成果进行了较为系统的介绍,并对各种绘制方法的优缺点进行了分析,最后展望了该技术的发展.  相似文献   

3.
针对图案在织物上视觉效果的模拟问题,提出了一种织物真实感图案绘制算法.以纹理合成技术为基础,采用多样图对方式表示织物特性,通过类比的方法获得目标图案在多样图对所代表织物上的视觉效果.实验结果表明,该算法具有良好的通用性,较高的织物真实感.  相似文献   

4.
Although realistic textile rendering has been widely used in virtual garment and try-on systems, a robust method to simulate textile with a realistic appearance and high fidelity is yet to be established. We propose to use a novel hybrid geometric- and image-based rendering (GIBR) method to achieve photo realistic representation of textile products. The image-based technique, with its radiance synthesis algorithm, enables us to recover the reflectance properties of textile in an environment photo, and thus can render the appearance of textile material. The geometry-based technique, with its traditional illumination model of assigning illumination parameters extracted from the original scene (such as radiance and chroma dispatch), makes it possible to interactively manipulate 3D virtual objects in the “real” environment. Our realistic textile rendering method has advantages over the traditional ones in its easiness to implement and its wide range of applications.  相似文献   

5.
基于分形递归算法的树木真实感绘制   总被引:8,自引:2,他引:8  
快速真实地模拟树在风中的摇曳一直是计算机图形学中的一个挑战性问题,作为自然场景的重要组成部分,树木的真实感模拟也得到人们的广泛重视.树木种类繁多,形态各异,复杂的结构使其无论在造形、存储还是在绘制上都存在着相当的困难.大多数园林设计软件很难构建模型参数可变的三维树.研究了一种简易的基于分形递归算法的建模方法,利用过程参数控制树的摇曳,使模型的真实感更强,变形计算更容易,得到了令人满意的实验效果.  相似文献   

6.
考虑大气折射的天空场景真实感绘制   总被引:2,自引:0,他引:2  
传统的天空场景绘制方法大都是基于大气对天空光和太阳光的散射,它们没有细致考虑大气折射的影响,因此无法绘制出太阳和月亮场景在不同观测条件下形状、色泽、光晕的变化,文章提出了一种考虑大气折射的天空光模型,首先基于大气光学知识推导出大气折射率与气压、温度和水汽压的定量关系,详细计算了光线在大气中的折射轨迹,采用一种考虑折射的路径跟踪方法计算天空光强度的分布,并绘制出不同时间、不同季节、不同观测地点下更具真实感的太阳、月亮和星星的天空场景。  相似文献   

7.
Results from full turbulence simulations incorporating the effects of chemical reaction are compared with simple closure theories and used to reveal some physical insights about turbulent reacting flows. Pseudospectral methods for homogeneous turbulent flows with constant physical and thermal properties in domains as large as 643 Fourier modes were used for these simulations. For the case of nonpremixed flows involving a two-species, second-order, irreversible chemical reaction, it is found that the scalar dissipation microscale is only a weak function of the reaction rate and that chemical reaction contributes very little to the decay of the variance of the reactant concentration. Examination of local values of the velocity and concentration fields shows that the local reaction rate is highest in regions of the greatest rates of strain and that vorticity tends to align with the reaction zone. Finally, difficulties associated with the evaluation of multipoint pdf's and with the archival of time-dependent data from the threedimensional simulations are described.Presented at the Second Nobeyama Workshop on Fluid Mechanics and Supercomputers, Nobeyama, Japan (September 1987).  相似文献   

8.
针对现有镜头重影效果绘制方法存在的光线追踪效率低和绘制效果差的问题,提出一种基于物理的真实感镜头重影效果绘制方法.该方法以精确的相机镜头模型为基础,首先计算镜头入射光瞳的位置和孔径,并利用入射光瞳进行初始光线采样来减少无效光线数量,提高光线追踪效率;其次采用确定序列光谱光线追踪方法绘制重影的色差,并考虑了孔径光阑形状、镜头镀膜以及镜头遮挡对镜头重影的影响;最后将镜头重影绘制与光线追踪绘制框架融合,构成镜头重影场景绘制的统一框架,并在三维场景中实现了镜头重影效果的绘制.实验结果表明,文中方法能够有效地模拟具有较强真实感的镜头重影效果.  相似文献   

9.
树木快速绘制技术研究一直以来都是计算机图形绘制的一个热点领域,因为树木复杂的细节结构使其在绘制上存在着相当大的困难.提出了一种基于动态impostor技术的树木绘制方法,不仅可以快速地绘制树木,而且具有较高的真实感效果.该方法首先基于树木模型进行平面投影去创建impostor平面,然后将纹理映射到已经创建好的impostor平面上,最后通过绘制impostor纹理平面形成树木图像.当参考视点移动时,可以根据误差来决定是否动态更新impostor平面的内容.  相似文献   

10.
In this paper we present a novel real-time cartoon-style rendering approach, which targets very large meshes. Cartoon drawing usually uses a limited number of colors for shading and emphasizes special effects, such as sharp curvature and silhouettes. It also paints the remaining large regions with uniform solid colors. Our approach quantizes light intensity to generate different shadow colors and utilizes multiresolution mesh hierarchy to maintain appropriate levels of detail across various regions of the mesh. To comply with visual requirements, our algorithm exploits graphics hardware programmability to draw smooth silhouette and color boundaries within the vertex and fragment processors. We have adopted a simplification scheme that executes simplification operators without incurring extra simplification operations as a precondition. The real-time refinement of the mesh, which is performed by the graphics processing unit (GPU), dramatically improves image quality and reduces CPU load.  相似文献   

11.
随着虚拟现实技术的发展,对各种图形绘制技术提出了越来越高的要求。好的图形绘制技术是虚拟现实、动态仿真、实时可视化、高品质动画等越来越多的图像、图形应用技术的实现基础。本文主要介绍了基于图像的绘制技术、基于点的绘制技术,以及基于图形与图像的混合绘制技术在原理和应用。  相似文献   

12.
真实感火焰模拟   总被引:2,自引:0,他引:2  
针对火焰的计算机模拟难以实现真实感和实时性的问题,提出一种基于物理模型与图形处理器(GPU)通用计算相结合的火焰模拟方法.该方法首先采用半拉格朗日法求解流体方程,运用基于3D纹理的体绘制对火焰进行三维渲染.然后,根据光照和密度场将光谱转换成颜色分布来模拟火焰颜色,并在GPU上加速实现,使得真实感和实时性之间达到了平衡.  相似文献   

13.
Seamless patches for GPU-based terrain rendering   总被引:4,自引:0,他引:4  
In this paper we present a novel approach for interactive rendering of large terrain datasets. Our approach is based on subdividing a terrain into rectangular patches at different resolutions. Each patch is represented by four triangular tiles that are selected form different resolutions, and four strips which are used to stitch the four tiles in a seamless manner. Such a scheme maintains resolution changes within patches through the stitching strips, and not across patches. At runtime, these patches are used to construct a level-of-detail representation of the input terrain based on view-parameters. A selected level of detail only includes the layout of the patches and their boundary edges resolutions. The layout includes the location and dimension of each patch. Within the graphics hardware, the GPU generates the meshes of the patches by using scaled instances of cached tiles and assigns elevation for each vertex from cached textures. Since adjacent rectangular patches agree on the resolution of the common edges, the resulted mesh does not include cracks or degenerate triangles. Our algorithm manages to achieve quality images at high frame rates while providing seamless transition between different levels of detail.  相似文献   

14.
In most currently produced computer generated animation there is significant visual information that is literally never seen because of the characteristics of the human visual system. By tailoring the rendering of animation images to match the characteristics of human visual perception, significant computational and image storage savings can be obtained while retaining perceived animation quality. Vision research indicates that the human visual system processes two information channels. The transient channel rapidly processes low spatial resolution full colour information. The sustained channel processes high spatial resolution luminance information at a much slower rate. This paper discusses how the rendering of animation images can be accomplished to match these perception characteristics and achieve significant savings while maintaining animation quality. Computation and storage savings of up to 80 per cent are possible. Several animation segments have been produced to demonstrate the viability of this approach.  相似文献   

15.
The increasing popularity of points as rendering primitives has led to a variety of different rendering algorithms, and the different implementations compare like apples to oranges. In this paper, we revisit and compare a number of recently developed point-based rendering implementations within a common testbed. Also we briefly summarize a few proposed hierarchical multiresolution point data structures and discuss their advantages. Based on a common view-dependent level-of-detail (LOD) rendering framework, we then examine different hardware accelerated point rendering algorithms. Experimental results are given with respect to performance timing and rendering quality for the different approaches. Additionally, we also compare the point-based rendering techniques to a basic triangle mesh approach.  相似文献   

16.
Published online: 23 April 2002  相似文献   

17.
Many non-photorealistic rendering techniques exist to produce artistic effects from given images. Inspired by various artists, interesting effects can be produced by using a minimal rendering, where the minimum refers to the number of tones as well as the number and complexity of the primitives used for rendering. Our method is based on various computer vision techniques, and uses a combination of refined lines and blocks (potentially simplified), as well as a small number of tones, to produce abstracted artistic rendering with sufficient elements from the original image. We also considered a variety of methods to produce different artistic styles, such as colour and 2-tone drawings, and use semantic information to improve renderings for faces. By changing some intuitive parameters a wide range of visually pleasing results can be produced. Our method is fully automatic. We demonstrate the effectiveness of our method with extensive experiments and a user study.  相似文献   

18.
We address the problem of an efficient image-space reconstruction of adaptively sampled scenes in the context of point-based and line-based graphics. The image-space reconstruction offers an advantageous time complexity compared to surface splatting techniques and, in fact, our improved GPU implementation performs significantly better than splatting implementations for large point-based models. We discuss the integration of elliptical Gaussian weights for enhanced image quality and generalize the image-space reconstruction to line segments. Furthermore, we present solutions for the efficient combination of points, lines, and polygons in a single image.  相似文献   

19.
This paper describes an algorithm that renders lines that have various thicknesses and have sharp tapered ends. This algorithm does not require any special information on each local point of a line. The thickness is determined by curvature and lengths from both ends. Therefore the algorithm is applicable in a variety of line rendering situations, such as 3D rendering engines for high quality cel-animation-like effects, reuse of geometrical data designed by CAD for advertising purposes, edge enhancement in a photo retouching process with edge detection methods and so on. In addition, using the generated varying thicknesses, we have developed algorithms for shading and embossing effects.  相似文献   

20.
This paper deals with the rendering of segmented unimodal, hybrid and aligned multimodal voxel models. We propose a data structure that classifies the segmented voxels into categories, so that whenever the model has to be traversed, only the selected categories are visited and the empty and non-selected voxels are skipped. This strategy is based on: (i) a decision tree, called the rendering decision tree (RDT), which represents the hierarchy of the classification process and (ii) an intermediate run-length encoding (RLE) of the classified voxel model. The traversal of the voxel model given a user query consists of two steps: first, the RDT is traversed and the set of selected categories computed; next, the RLE is visited, but the non-selected runs are skipped and only the voxels of the original model that are codified are accessed in selected runs of the RLE. This strategy has been used to render a voxel model by back-to-front traversal and splatting as well as to construct 3D textures for hardware-driven 3D texture mapping. The results show that the voxel model traversal is significantly accelerated.  相似文献   

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