共查询到20条相似文献,搜索用时 0 毫秒
1.
提出一种新的蒙特卡洛光线跟踪计算方法.该方法利用半球谐基函数对入射光线正交化,利用两个半球上的笛卡儿积来定义物体表面的双向反射率分布函数.对光滑平面上的辐亮度进行取样,然后把其放进高速缓存器中,经过计算再对其它点进行插值.插值时,利用梯度方向插值,并且用了一种简便的方法来计算一个点的梯度.该方法能极大地提高全局照明的计算速度.该方法对于照明工程,高质量的电影动画及游戏制作及虚拟现实等领域都具有非常广阔的应用前景. 相似文献
2.
In this paper, we present an efficient global illumination technique, and then we discuss the results of its extensive experimental
validation. The technique is a hybrid of cluster-based hierarchical and progressive radiosity techniques, which does not require
storing links between interacting surfaces and clusters. We tested our technique by applying a multistage validation procedure,
which we designed specifically for global illumination solutions. First, we experimentally validate the algorithm against
analytically derived and measured real-world data to check how calculation speed is traded for lighting simulation accuracy
for various clustering and meshing scenarios. Then we test the algorithm performance and rendering quality by directly comparing
the virtual and real-world images of a complex environment. 相似文献
3.
Xuezhen HUANG Xin SUN Zhong REN Xin TONG Baining GUO Kun ZHOU 《Frontiers of Computer Science》2015,9(3):456
Photon mapping is widely used for global illumination rendering because of its high computational efficiency. But its efficiency is still limited, mainly by the intensive sampling required in final gathering, a process that is critical for removing low frequency artifacts of density estimation. In this paper, we propose a method to predict the final gathering estimation with direct density estimation, thereby achieving high quality global illumination by photon mapping with high efficiency. We first sample the irradiance of a subset of shading points by both final gathering and direct radiance estimation. Then we use the samples as a training set to predict the final gathered irradiance of other shading points through regression. Consequently, we are able to achieve about three times overall speedup compared with straightforward final gathering in global illumination computation with the same rendering quality. 相似文献
4.
The radiosity method is particularly suitable for global illumination calculations in static environments. Nonetheless, recent applications of image synthesis such as architectural simulation or lighting design require the ability to modify environments. Previous methods have attempted to deal with dynamic environments (environments where the geometry, the material properties, etc., can change)but still suffer some limitations in the case of moving objects. One of the main problems remaining is the efficient and accurate detection of which form factors must really be recomputed, since their calculation is the most time-consuming part of the radiosity method. To correctly understand and solve this problem, we start with a method in 2D for polygonal scenes using the visibility complex. It is a powerful data structure representing the visibility relationships between objects in the plane. We have developed and implemented an algorithm which uses this structure to efficiently compute the discontinuity mesh and the form factors for static scenes. We also propose an extension to our algorithm to efficiently update only the modified form factors when an object is moving. This approach enhances our understanding and will hopefully lead to efficient solutions in 3D. 相似文献
5.
提出一种基于蒙特卡洛积分,利用半球谐函数对光滑平面进行的快速全局照明计算方法。该方法通过在光滑平面上的辐亮度进行取样,然后把其放进高速缓存器中,经过计算再对其它点进行插值。为了提高计算速度,物体表面的入射辐亮度被半球谐化,并且物体表面的双向反射率分布函数也被定义成两个半球面上的笛卡儿积。插值时,利用梯度方向插值,并且用了一种简便的方法来计算一个点的梯度。该方法能极大提高了全局照明的计算速度。这对于照明工程、高质量的动画制作及虚拟现实等领域都具有非常广阔的应用前景。 相似文献
6.
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
7.
针对大规模场景的全局光照渲染往往因为计算量过大而无法满足实时性要求的问题进行了研究,提出一种高性能的体素圆锥追踪(VCT)全局光照算法。算法包括:a)在体素化阶段,提出一种新型的场景光照信息表示级联体素纹理结构,该结构极大地减少了存储场景的内存消耗而且具有各向异性,在处理大规模场景时具有速度快、质量高的优势;b)在光照计算阶段,基于级联体素纹理结构提出一种改进的圆锥追踪滤波器,能够提高光照注入和反射光计算的效率;c)改进场景的体素化更新策略进一步提高了算法的运行时帧率。实验证明,本算法在降低内存占用空间和提高速度方面均远优于原VCT算法,满足了大规模场景中全局光照计算的实时性要求。 相似文献
8.
提出了一种实时全局光照的计算方法。该方法支持任意视点下动态光源的一次间接光照计算,并且物体表面材质可实时编辑,该算法预计算了各面片上的形状因子来解决遮挡问题,并记录形状因子较大的重要性面片作为间接光源。渲染时先从光源方向对场景记录了一个扩展的阴影图,包含了光源照射到的面片ID和其光通量,再根据采样好的间接光源来计算间接光照。使用CUDA,整个光照计算过程在GPU中完成,可以对静态场景进行实时渲染,并能达到逼真的渲染效果。 相似文献
9.
In this paper we first derive a tighter error bound on form factors as a subdivision criterion for the hierarchical radiosity algorithm. Such an error bound can reduce more unnecessary links and improve the performance of the hierarchical radiosity algorithm to meet a user-specified error tolerance. We then propose a weighted error metric in form factor computation such that more effort is automatically applied to shadow boundaries. Evaluating form factors along shadow boundaries with a higher degree of precision should enhance the quality of human perception. Using the proposed tighter error bound on the weighted error metric, we not only improve the performance but also increase the accuracy of the hierarchical radiosity algorithm. © 1998 John Wiley & Sons, Ltd. 相似文献
10.
O (n) for n subsystems. Moreover, the data necessary for each subsystem computation is completely localized, which allows the database
to be stored on disk. The algorithm can easily be implemented with a slight modification of the hierarchical radiosity algorithm.
Experiments demonstrate the efficiency of the algorithm. 相似文献
11.
Ning Liu Dengming Zhu Zhaoqi Wang Yi Wei Min Shi 《Computer Animation and Virtual Worlds》2016,27(3-4):394-404
We propose a technique named progressive light volume to support advanced volumetric illumination effects, such as single scattering and multi scattering. The light volume stores direct lighting information for sample points of the volume data. Using the light volume, we are able to compute the direct lighting for any point in the volume data with a single texture lookup. In order to keep the rendering at an interactive frame rate, we build the light volume progressively if necessary. During the light volume construction period, we use a fast ray casting algorithm to produce a rough rendering estimate from the light volume. After the light volume is built, we use a path tracer to continuously estimate the light intensity for each pixel. Our method puts no restrictions on the number, position, and type of lights. We conducted a comprehensive evaluation for various datasets. The rendering results show that our method is able to produce compelling images, and the performance results indicate that our method is practical for interactive use. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
12.
A system of linear equations is in general solved to approximate discretely the illumination function in radiosity computation.To improve the radiosity solution,a method that performs shooting and gathering in an interleaving manner is proposed in the paper.Besides,a criterion has been set up and tested for choosing object elements used in the gathering operation,and a criterion is established to quantify th solution errors by taking into account more reasonably of the human perception of the radiosity solution.Experimental results show that the method proposed has nice performance in improving the radiosity solution. 相似文献
13.
In this paper, we propose a novel formfactor calculation algorithm for acceleration radiosity solutions in complex environments. Our basic algorithm is an improved version of Spencer's (S.N. Spencer, ‘The hemisphere radiosity method: a tale of two algorithms’, in Photorealism in Computer Graphics, Spencer, 1992, pp. 127–135) and Van Wyk's (G.C. Van Wyk Jr., ‘A geometry-based insolution model for computer-aided design,’ Ph.D. Thesis, The University of Michigan, 1998.) methods, which fail to remove hidden surfaces for relatively large patches and cause large discretization errors in formfactors. We also demonstrate that our technique is superior to the hemi-cube method in terms of the computation time. Moreover, we parallelize our approach on a parallel computer with shared memory, and obtain a high performance with our radiosity rendering system. Our method divides a hemisphere-base into regions, and assigns a region to each processor. The approach can be applied to geometrical data generated by CAD systems, and is evaluated in terms of the computation time, the visual effects, and the parallelization performance. © 1998 John Wiley & Sons, Ltd 相似文献
14.
太阳光照射到树冠上之后,会在叶片间进行相互的反射、折射,形成复杂的间接光照效果。在进行树木真实感绘制时,对这种间接光照的快速模拟是非常困难的。传统的光线跟踪、辐射度等算法均比较耗时,很难满足实时计算的要求。采用一种概率模型来快速估算树木叶片间的间接光照效果,实现了带间接光照效果的树木实时绘制。为树冠构建一个包围体,并假定该包围体中叶子的位置和法向基本符合均匀分布;为叶子的正反面分别定义反射系数和透射系数,并定义一个衰减函数来描述光线穿越叶子层后的衰减量;基于这种均匀概率分布的包围体模型,并利用叶片材质属性,就可以为每片叶子计算出叶子表面的出射光。对于中心在[P]处的叶子来说,可以快速计算出太阳光经过其邻近叶子到达该叶子表面的间接光照效果。为了进一步提高绘制效率,并未采用传统的包含大量面片的树木模型,而是采用了一种利用Billboards结构进行树木枝叶表达的简洁的树木三维模型。将上述概率模型与这种表达方式进行了有机结合,完成了带间接光照效果的树木实时真实感绘制。 相似文献
15.
In the context of realistic image synthesis, many stochastic methods have been proposed to sample direct and indirect radiance. We present new ways to use hardware graphics to sample direct and indirect lighting in a scene. Jittered sampling of light sources can easily be implemented on a fragment program to obtain soft shadow samples. Using a voxel representation of the scene, indirect illumination can be computed using hemispherical jittered sampling. These algorithms have been implemented in our rendering framework but can be used in other contexts like radiosity or final gathering of the photon map. 相似文献
16.
分析了公共场所节电的必要性,设计了可用声、光同时控制的新式照明灯。用光敏三极管的输出端控制 555的触发控制端,用音频放大电路控制 555的复位端。555定时器接成单稳态触发器,控制双向可控硅,简单易制、成本低、节电又方便。 相似文献
17.
B.J. Boom Author Vitae L.J. Spreeuwers Author VitaeAuthor Vitae 《Pattern recognition》2011,44(9):1980-1989
Face recognition under uncontrolled illumination conditions is still considered an unsolved problem. In order to correct for these illumination conditions, we propose a virtual illumination grid (VIG) approach to model the unknown illumination conditions. Furthermore, we use coupled subspace models of both the facial surface and albedo to estimate the face shape. In order to obtain a representation of the face under frontal illumination, we relight the estimated face shape. We show that the frontal illuminated facial images achieve better performance in face recognition. We have performed the challenging Experiment 4 of the FRGCv2 database, which compares uncontrolled probe images to controlled gallery images. Our illumination correction method results in considerably better recognition rates for a number of well-known face recognition methods. By fusing our global illumination correction method with a local illumination correction method, further improvements are achieved. 相似文献
18.
This paper discusses techniques for the computation of global illumination in environments with a participating medium using a Monte Carlo simulation of the particle model of light. Efficient algorithms and data structures for tracking the particles inside the volume have been developed. The necessary equation for computing the illumination along any given direction has been derived for rendering a scene with a participating medium. A major issue in any Monte Carlo simulation is the uncertainty in the final simulation results. Various steps of the algorithm have been analysed to identify major sources of uncertainty. To reduce the uncertainty, suitable modifications to the simulation algorithm have been suggested using variance reduction methods of forced collision, absorption suppression and particle divergence. Some sample scenes showing the results of applying these methods are also included. 相似文献
19.
Boris Airieau Daniel Meneveaux Flavien Bridault Philippe Blasi 《The Visual computer》2011,27(3):229-240
While many methods exist for simulating diffuse light inter-reflections, relatively few of them are adapted to dynamic scenes.
Despite approximations made on the formal rendering equation, managing dynamic environments at interactive or real-time frame
rates still remains one of the most challenging problems. This paper presents a lighting simulation system based on photon
streaming, performed continuously on the central processor unit. The power corresponding to each photon impact is accumulated
onto predefined points, called virtual light accumulators (or VLA). VLA are used during the rendering phase as virtual light sources. We also introduce a priority management system
that automatically adapts to brutal changes during lighting simulation (for instance due to visibility changes or fast object
motion). Our system naturally benefits from multi-core architecture. The rendering process is performed in real time using
a graphics processor unit, independently from the lighting simulation process. As shown in the results, our method provides
high framerates for dynamic scenes, with moving viewpoint, objects and light sources. 相似文献
20.
当前基于单幅雾天图像复原算法的研究都是在光照充足的情形下(白天),这种情形下的光照主要来自天空光。然而,对于在光照主要来自人造光(夜间)的雾天图像复原算法的研究屈指可数。因此提出了新的基于人造光照下的雾天成像模型,并同时考虑了不均匀的环境光和对图像的光照补偿。检测出光源位置,根据光源的发光特性求出环境光和光照补偿系数,利用提出的新模型求出清晰的图像,使用基于边缘颜色恒常性(EBCC)来对颜色进行校正。实验结果表明,该算法优于其他算法。 相似文献