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1.
参与介质在现实世界中广泛存在,光线在参与介质中的传播过程比在表面上的传播过程更加复杂,比如在高度散射参与介质中会发生成千上万次反射、在低散射参与介质中由于表面聚集出现体焦散效果,从而使得光线的模拟过程非常耗时。目前常用的方法包括点、光束和路径统一模型法(unifying points,beams and paths,UPBP)以及流型探索梅特罗波利斯光线传递方法(manifold exploration Metropolis light transport,MEMLT)等,这些方法在一定程度上改进了原有方法,但是在一些特殊情况下仍然需要很长时间才能收敛。本文介绍几种针对均匀参与介质的高效渲染方法。1)基于点的参与介质渲染方法,主要通过在参与介质内分布一些点来分别加速单次、二次和多次散射的计算,在GPU (graphics processing unit)实现的基础上,最终达到可交互的效率,并且支持对任意的均匀参与介质的编辑。2)基于多次反射的预计算模型,预计算出无限参与介质中的多次散射分布,通过分析光照分布的对称性,将该分布的维度从4维减低为3维,并且将该分布应用到多种蒙特卡洛渲染方法中,比如MEMLT、UPBP等,从而提高效率。3)参与介质中的路径指导方法,通过学习光线在参与介质中的分布,该分布用SD-tree (spatial-directional tree)来表示,与相位函数进行重采样来产生出射方向。以上3种方法分别从不同角度加快了参与介质的渲染效率。  相似文献   

2.
Abstract— Several white‐OLED structures with a high color‐rendering index (CRI) were investigated for lighting applications. A two‐unit fluorescent/phosphorescent hybrid white OLED achieved an excellent CRI of 95, high luminous efficacy of 37 lm/W, and long lifetime of over 40,000 hours at 1000 cd/m2. White‐OLED lighting panels of 8 × 8 cm for high‐luminance operation were fabricated, and a stable emission at 3000 cd/m2 was confirmed. Quite a small variation in chromaticity in a different directions was achieved by using an optimized optical device structure. With a light‐outcoupling substrate, a higher efficacy of 56 lm/W, high CRI of 91, and longer half‐decay lifetime of over 150,000 hours at 1000 cd/m2 was achieved. All‐phosphorescent white OLEDs placed on the light‐outcoupling substrate show a high CRI of 85 and higher efficacy of 65 lm/W with a fairly good half‐decay lifetime of over 30,000 hours. With a further voltage reduction and a high‐index spherical extractor, 128 lm/W at 1000 cd/m2 has been achieved.  相似文献   

3.
Although new graphics hardware has accelerated the rendering process, the realistic simulation of scenes including participating media remains a difficult problem. Interactive results have been achieved for isotropic media as well as for single scattering. In this paper, we present an interactive global illumination algorithm for the simulation of scenes that include participating media, even anisotropic and/or inhomogeneous media. The position of the observer is important in order to render inhomogeneous media according to the transport equation. Previous work normally needed to be ray-based in order to compute this equation properly. Our approach is capable of achieving real time using two 3D textures on a simple desktop PC. For anisotropic participating media we combine density estimation techniques and graphics hardware capabilities.  相似文献   

4.
针对图像空间绘制技术中可见性积分的计算不能达到实时,并且无法捕捉由面光源上辐射度变化引起的着色点亮度变化这两个问题,提出了一种基于自适应的空间划分技术的、在图像空间中对动态面光源效果进行绘制的方法.该方法将场景中的物体根据深度及分布情况,自适应地划分为非均匀的体素,同时构建场景中深度和法向变化量的多级纹理,并利用存储在这些体素和纹理中的信息对着色点进行快速的可见性积分和相应的光照度计算.  相似文献   

5.
王元龙 《计算机应用》2016,36(5):1352-1355
为了解决动态参与介质场景连续帧的实时绘制问题,提出了一种基于光流场动态参与介质场景的绘制算法。首先,采用区域匹配的方法计算关键帧之间的光流场;然后,通过插值的方法计算中间帧之间的光流场,采用帧间光流连贯性函数表示帧与帧之间光流一致性的度量,保证帧与帧之间介质运动不会发生突变;最后,按照所产生的光流场,绘制连续动态变化的参与介质场景。在连续5帧动态参与介质场景绘制中,所提算法比基于径向基函数模型(RBF)参与介质的光子映射算法效率提高了近3倍,能够达到连续帧的实时绘制,且绘制质量比较高。  相似文献   

6.
Stereoscopic volume rendering provides powerful depth information, but it takes a long time to render two‐eye images. Previous algorithms based on reprojection methods project the result of one view of a stereo pair into the other instead of rendering a new one completely. Because of inaccurate mapping between the two images, the quality of the reprojected image is not satisfactory. This paper presents a new algorithm to preserve the accuracy of both images with very little increase in computation time. The efficiency of the new algorithm comes from the use of ray templates and object‐order processing. This algorithm makes two different templates for each eye and renders two images simultaneously, tracing the volume only once in object order. We also extend the algorithm to support image‐space supersampling by using more ray templates. Experimental results show that the image quality of the new algorithm is not only comparable with that of ray casting but also the rendering speed is near that of the interactive shear–warp algorithm employing object‐order processing and spatial data coherency. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

7.
针对非均匀单散射参与介质建模问题,提出一种能够保持密度场空间变化细节的建模方法.使用体数据、吸收和散射系数之比分别描述参与介质空间变化的密度分布及光线在其内部的传输特性,通过构建采集图像像素值与它们之间的表达式,将建模问题转化为非线性数值优化问题,求最优解.为了解决高分辨率体数据下大量体素密度值同时求解带来的时间开销大及数值不稳定问题,提出一种符合采集图像像素值明暗分布规律的密度场体数据初始化算法和一种多分辨率体数据逐步求精优化算法;为了快速计算大量体素密度值梯度,提出一种基于GPU的多体素并行梯度计算算法.实验结果表明,提出的方法能够根据采集图像重构烟模型,并保持其细节信息.  相似文献   

8.
We propose a method to reconstruct inhomogeneous single-scattering participating media, which could preserve fine high-frequency details of density field.Volumetric data and the ratio of absorption coefficient to scattering coefficient are used to describe the spatial-varying density distribution and optical properties of certain participating media, and a function between the above parameters and captured pixel values is built.Thus the problem of how to find solutions to these parameters is formulated into...  相似文献   

9.
Suibokuga is a style of monochrome painting characterized by the use of Chinese black ink (sumi), a complex interaction between brush, ink and paper, and such visual features as Noutan (shade), Kasure (scratchiness), and Nijimi (blur). In this paper we present a simple behavioural model of water and ink particles based on a 2D cellular automaton computational model, and its application to a Suibokuga‐like rendering of 3D trees. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

10.
In multi‐modal interactions including haptics, problems such as input sensor noise, temporal mismatch between graphics and haptics, and non‐constant refresh rates may cause non‐smooth force/torque display. This paper proposes temporal smoothing technique for haptic interaction using a sensing glove in multi‐modal applications. The proposed technique employs two processes: (1) a noise reduction method is applied to reduce jitter noise at the sensors in the sensing glove and (2) an adaptive force extrapolation is applied for time‐varying haptic and video frame rates. To demonstrate the performance of the proposed method, we developed a test platform to assess a simple box model and relatively complex models such as gamephone, portable media player (PMP). It was subsequently demonstrated that the proposed method can support smooth haptic interactions in multi‐modal applications where a haptic device and a sensing glove are used. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

11.
In this paper, we present a new impostor‐based representation for 3D animated characters supporting real‐time rendering of thousands of agents. We maximize rendering performance by using a collection of pre‐computed impostors sampled from a discrete set of view directions. Our approach differs from previous work on view‐dependent impostors in that we use per‐joint rather than per‐character impostors. Our characters are animated by applying the joint rotations directly to the impostors, instead of choosing a single impostor for the whole character from a set of pre‐defined poses. This offers more flexibility in terms of animation clips, as our representation supports any arbitrary pose, and thus, the agent behavior is not constrained to a small collection of pre‐defined clips. Because our impostors are intended to be valid for any pose, a key issue is to define a proper boundary for each impostor to minimize image artifacts while animating the agents. We pose this problem as a variational optimization problem and provide an efficient algorithm for computing a discrete solution as a pre‐process. To the best of our knowledge, this is the first time a crowd rendering algorithm encompassing image‐based performance, small graphics processing unit footprint, and animation independence is proposed. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

12.
Particle‐based liquid is often rendered only with single refraction in real‐time applications, which deteriorates the reality of liquid. We present a screen‐space method for rendering particle‐based liquids with up to four refractions in real time. Our method separates liquid particles into splashes and aggregations (i.e., liquid bodies) and generates a pair of depth maps of front‐facing and back‐facing surfaces for each. We use the depth maps of splashes as they are but smooth those of aggregations to reduce small bumps. For smoothing depth, we iteratively fit planes locally using moving least squares, unlike previous filtering‐based approaches that cause undesirable refractions around depth boundaries. By calculating refractions with physically based light attenuation, our method can render liquids more realistically than previous methods. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

13.
Plants are important objects in virtual environments. High complexity of shape structure is found in plant communities. Level of detail (LOD) of plant geometric models becomes important for interactive forest rendering. We emphasize three major problems in current research: the time consumption in LOD model construction and extraction, the balance between visual effect and data compression, and the time consumption in the communication between Central Processing Unit (CPU) and Graphics Processing Unit (GPU). We present a new foliage simplification framework for LOD model and forest rendering. By an uneven subdivision of the tree crown volume, the cost for LOD model construction is drastically reduced. With a GPU‐oriented design of LOD storage structure for foliage, the costly hierarchical traversal of a binary tree is replaced by a sequential lookup of an array. The structure also decreases the communication between the CPU and the GPU in rendering. In addition, Leaf density is introduced to adapt compression to the local distribution of leaves, so that more visually relevant details are kept. According to foliage nature (broad leaves or needles), higher compression are finally reached using mixed polygon/line models. This framework is implemented on virtual scenes of simulated trees with high detail. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

14.
In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non‐photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

15.
Abstract— The peak wavelength of light‐emitting‐diodes(LEDs) shifts towards the longer wavelengths when the temperature of the LED chip increases. The color‐rendering index (CRI) and luminous efficacy may change with the peak wavelength of the LED, and it is not expected to do so when the LEDs are used in fields which require a high CRI and luminous efficacy. A mathematical model of the LED spectrum was used to analyze the influence of the wavelength shift on the CRI and luminous efficacy of three‐ and four‐chip‐packaged LEDs, respectively. The results show that the CRI decreases with the peak wavelengths shifting towards longer wavelength for both three‐ and four‐chip LEDs; especially, the CRI of the four‐chip LEDs decreases more for a green‐color wavelength shift than for other colors. The luminous efficacy increases with a green‐color wavelength shift and decreases with a red‐color wavelength shift.  相似文献   

16.
目的 大部分材质表面都具有一定的细微结构,而这些细微结构的存在增加了真实感图形绘制的复杂性.方法 首先将材质表面的细微结构分为3类:宏观结构、介观结构和微观结构,并对每类结构分别建模:宏观结构采用三角面片建模,介观结构则采用法向图表示,而微观结构直接采用单一的粗糙度表达.然后针对每种结构,分别获得它们的法向分布函数(NDF),并用混合vMF分布拟合.最终屏幕空间每个像素内的法向分布用3个尺度NDF的卷积操作近似获得.此外,在处理环境光照时引入抛物面图(PM)和summed-area table(SAT),满足了动态场景的实时绘制需求.结果 实验结果表明本文方法可以在不同视点范围下生成高真实感的反射效果,并获得实时的绘制性能.结论 本文提出的实时绘制方法能够处理表面材质结构复杂的3维模型在环境光下的真实感反射效果,并支持动态光照和形变物体.  相似文献   

17.
Real‐time rendering of large‐scale engineering computer‐aided design (CAD) models has been recognized as a challenging task. Because of the constraints of limited graphics processing unit (GPU) memory size and computation capacity, a massive model with hundreds of millions of triangles cannot be loaded and rendered in real‐time using most of modern GPUs. In this paper, an efficient GPU out‐of‐core framework is proposed for interactively visualizing large‐scale CAD models. To improve efficiency of data fetching from CPU host memory to GPU device memory, a parallel offline geometry compression scheme is introduced to minimize the storage cost of each primitive by compressing the levels of detail (LOD) geometries into a highly compact format. At the rendering stage, occlusion culling and LOD processing algorithms are integrated and implemented with an efficient GPU‐based approach to determine a minimal scale of primitives to be transferred for each frame. A prototype software system is developed to preprocess and render massive CAD models with the proposed framework. Experimental results show that users can walkthrough massive CAD models with hundreds of millions of triangles at high frame rates using our framework. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

18.
In this study, we develop a system for interactive snow simulation and rendering. Snow is modeled as a hybrid structure that handles movable snow and static snow separately. We develop a simple approach to convert between these two types of snow. Movable snow is represented by a set of particles, whereas static snow is modeled as grid cells. For a piece of movable snow (e.g., snowflake), the particles are connected using springs. Thus, we can model snow as a type of brittle material, such as a snow pile split into chunks of smaller snow pieces after a collision. To render the snow, we adopt a shell structure that has a series of concentric, semitransparent, textured shells. We applied our system to several examples, with the rendered snow appearing similar to real snow. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

19.
Abstract— Techniques for 3‐D display have evolved from stereoscopic 3‐D systems to multiview 3‐D systems, which provide images corresponding to different viewpoints. Currently, new technology is required for application in multiview display systems that use input‐source formats such as 2‐D images to generate virtual‐view images of multiple viewpoints. Due to the changes in viewpoints, occlusion regions of the original image become disoccluded, resulting in problems related to the restoration of output image information that is not contained in the input image. In this paper, a method for generating multiview images through a two‐step process is proposed: (1) depth‐map refinement and (2) disoccluded‐area estimation and restoration. The first step, depth‐map processing, removes depth‐map noise, compensates for mismatches between RGB and depth, and preserves the boundaries and object shapes. The second step, disoccluded‐area estimation and restoration, predicts the disoccluded area by using disparity and restores information about the area by using information about neighboring frames that are most similar to the occlusion area. Finally, multiview rendering generates virtual‐view images by using a directional rendering algorithm with boundary blending.  相似文献   

20.
Confidence in a pairwise local sequence alignment is a fundamental problem in bioinformatics. For huge DNA sequences, this problem is highly compute‐intensive because it involves evaluating hundreds of local alignments to construct an empirical score distribution. Recent parallel solutions support only kilobyte‐scale sequence sizes and/or are based on sophisticated infrastructures that are not available for most of the research labs. This paper presents an efficient parallel solution for evaluating the statistical significance for a pair of huge DNA sequences using cloud infrastructures. This solution can receive requests from various researchers via web‐portal and allocate resources according to their demand. In this way, the benefits of cloud‐based services can be achieved. The fundamental innovation of this research work is proposing an efficient solution that utilizes both shared and distributed memory architectures via cloud technology to enhance the performance of evaluating the statistical significance for pair of DNA sequences. Therefore, the restriction on the sequence sizes is released to be in megabyte‐scale, which was not supported before for the statistical significance problem. The performance evaluation of the proposed solution was carried out on Microsoft's cloud and compared with the existing parallel solutions. The results show that the processing speed outperforms the recent cluster solutions that target the same problem. In addition, the performance metrics exhibit linear behavior for the addressed number of instances. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

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