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1.
虚拟手术中的模型实时绘制   总被引:2,自引:0,他引:2  
实时的视觉反馈在虚拟手术中可以加强操作者的沉浸感。该文分析了体绘制和面绘制的优缺点,在系统实时性的要求下,实现了基于立体纹理映射的三维体模型的面绘制。算法在容许实时交互的同时,为操作者提供了真实感较强的视觉反馈。由于文中立体纹理生成及纹理坐标计算的特殊性,对虚拟手术中的拉压变形和切割等操作也能很好地处理。  相似文献   

2.
Physically based rendering of glittering surfaces is a challenging problem in computer graphics. Several methods have proposed off-line solutions, but none is dedicated to high-performance graphics. In this work, we propose a novel physically based BRDF for real-time rendering of glints. Our model can reproduce the appearance of sparkling materials (rocks, rough plastics, glitter fabrics, etc.). Compared to the previous real-time method [ZK16], which is not physically based, our BRDF uses normalized NDFs and converges to the standard microfacet BRDF [CT82] for a large number of microfacets. Our method procedurally computes NDFs with hundreds of sharp lobes. It relies on a dictionary of 1D marginal distributions: at each location two of them are randomly picked and multiplied (to obtain a NDF), rotated (to increase the variety), and scaled (to control standard deviation/roughness). The dictionary is multiscale, does not depend on roughness, and has a low memory footprint (less than 1 MiB).  相似文献   

3.
Rendering in real time for virtual reality headsets with high user immersion is challenging due to strict framerate constraints as well as due to a low tolerance for artefacts. Eye tracking‐based foveated rendering presents an opportunity to strongly increase performance without loss of perceived visual quality. To this end, we propose a novel foveated rendering method for virtual reality headsets with integrated eye tracking hardware. Our method comprises recycling pixels in the periphery by spatio‐temporally reprojecting them from previous frames. Artefacts and disocclusions caused by this reprojection are detected and re‐evaluated according to a confidence value that is determined by a newly introduced formalized perception‐based metric, referred to as confidence function. The foveal region, as well as areas with low confidence values, are redrawn efficiently, as the confidence value allows for the delicate regulation of hierarchical geometry and pixel culling. Hence, the average primitive processing and shading costs are lowered dramatically. Evaluated against regular rendering as well as established foveated rendering methods, our approach shows increased performance in both cases. Furthermore, our method is not restricted to static scenes and provides an acceleration structure for post‐processing passes.  相似文献   

4.
Visually accurate real-time rendering of teeth has many applications ranging from computer games to dental computer aided design (CAD). Similar to skin, the realistic and physically correct appearance of teeth cannot be achieved by simply using opaque diffuse textures, mainly because of the subsurface scattering behaviours of both. While both have a layered structure in common, the scattering characteristics of the teeth layers are drastically different from those of the skin, making rendering much more complicated. We present an approach which uses the Henyey–Greenstein scattering to achieve a near realistic real-time rendering of human teeth. To simulate the multi-layered geometry of teeth, we use standardized teeth models with dentin cores and fit them to real scanned teeth or dental restorations. By using a proxy geometry to compute the scattering, we can also render partial restorations as they would look like when attached to the remaining teeth. Finally, we compare our results to the VITA shade systems and human teeth to evaluate the visual fidelity of our approach.  相似文献   

5.
基于LOD的三维作战地形实时渲染技术的研究   总被引:1,自引:0,他引:1  
郑海鸥  李鹏  王东 《计算机仿真》2006,23(11):188-192
与视点相关的三维作战地形实时渲染技术一直是作战仿真领域的热点问题之一。三维作战地形渲染的主要问题是如何缩减三角形的数目问题。该文采用了一种基于四叉树的LOD算法,根据与视点以及和地形本身起伏程度相关的技术来决定地形应有的细节程度,然后递归的分割四叉树的每一个节点,直到到达需要的细节程度,从而较好地解决了实时渲染过程中的三角形数目问题。通过仿真试验,在保证渲染速度的前提条什下,该方法有效地实现了作战仿真系统中实时地形的漫游和不同视场的条件下的地形细节显示。并且具有较高的视觉真实程度。  相似文献   

6.
近年来提出的云的真实感绘制算法大多采用纹理操作进行绘制,绘制算法复杂,渲染过程较长,对计算机硬件的要求高,不能完全满足飞行仿真的实时性要求。为解决上述问题,从光的单一散射出发,考虑云和大气粒子引起的光衰减率,采用阴影切片的方法分割体数据,在太阳照射方向上和视点观察方向上对切片数据进行分析,从而快速绘制出真实感三维云。仿真结果表示,生成的三维云效果真实,具有良好的实时性,能够满足飞行仿真及其他领域的要求。  相似文献   

7.
针对现有眩光效果绘制方法的真实感和速度问题,提出一种基于GPU的真实感眩光效果绘制方法.首先根据光圈和镜头生成带有随机镜头噪声的二维衍射光栅图像;其次考虑夫琅禾费和菲涅耳2种不同的衍射效果,利用预存算法系数的快速傅里叶变换模拟衍射效果的光学过程,并通过衍射效果的光谱模型实现真实感绘制,同时利用2个独立的一维高斯卷积核加速实现bloom效果;再通过随机小角度旋转和混合操作进行真实感增强;最后采用实时光线跟踪渲染框架,在三维场景中实现了真实感眩光效果的实时绘制.该方法的主要步骤采用CUDA实现,充分利用了GPU强大的并行计算能力并兼顾考虑存储器优化策略.实验结果表明,文中方法绘制结果具有较强的真实感和实时性.  相似文献   

8.
Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real‐time applications. However, many well‐established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time.  相似文献   

9.
大规模点模型的实时高质量绘制   总被引:8,自引:1,他引:7  
张龙  董朝  陈为  彭群生 《计算机学报》2005,28(2):241-249
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   

10.
一个交互实时的多分辨率地形绘制系统   总被引:2,自引:0,他引:2       下载免费PDF全文
本文设计并实现了一个交互实时的多分辨率地形绘制系统,介绍了系统的组成、实时优化方法的以及地形几何和纹理数据表示和管理方法,并通过一实例对地形绘制系统的性能进行了评价。从绘制结果看,系统对地形进行实时优化时折衷考虑了国象绘制质量和绘制速率,在图象质量没有有明显退化的情况下极大地改善了地形绘制的性能。  相似文献   

11.
描述一个用于敦煌洞窟三维重建和虚拟漫游的实时交互系统。通过该系统的实现,尝试了低端硬件不环境下的实时传输与绘制。在建立一个面向纹理数据的高速缓存层级管理模型基础上,部分接管了操作系统自身的存储管理机制,以进行纹理数据的动态调度;并运用基于用户行为的推算定位算少基于选择机制的感兴趣区域算法对调度进行指导。实验结果证明了该算法的必要性。  相似文献   

12.
多分辨率点状地标实时渲染研究   总被引:1,自引:0,他引:1  
大规模点状地标的高性能实时渲染是地理信息系统和计算机图形技术面临的一项具有挑战性的难题。采用多分辨率的技术是解决上述问题的有效方法,其本质是通过动态控制显示的规模获得最佳的显示效果和性能。根据不同层次分辨率的点状地标的空间分布特点,提出一种基于空间分割和视点高度的显示规模控制方法,推导了帧时间计算公式,由此确定最佳空间分割尺寸。通过两个不同层次点状地标的空间分割和性能测试,给出了最佳空间分割尺寸,验证了基于空间分割的多分辨率点状地标渲染方法的正确性和有效性。  相似文献   

13.
基于层次多项式纹理的实时草地绘制   总被引:1,自引:1,他引:1  
张淮声  华炜  余莉  鲍虎军 《软件学报》2006,17(Z1):85-92
根据草的几何结构复杂性和材质的漫反射特性,提出层次多项式纹理(layered polynomial texture,简称LPT)来表示草,可以高效真实地实现这个目标.LPT是一个五维纹理,每一个纹理单元是一组多项式系数,记录分布在多层像素的不同光照方向下亮度的拟合信息,用于在绘制时计算出纹理像素的颜色.把草表示成3个沿已知视线方向的LPT,然后基于Wang Tile的LPT合成方法生成拼图块,再映射到地面上得到草地,从而获得动态光照环境下草地的实时绘制.实验结果表明,LPT的存储量小,运算代价低,而且LPT能推广到树的表示,也可以实现树的动态阴影效果.  相似文献   

14.
陆熊  宋爱国 《测控技术》2007,26(11):64-67
针对虚拟环境力/触觉再现系统中作用力计算的实时性要求,研究了Windows操作系统下循环控制的实现方法:时间查询法、多媒体定时器法和基于实时扩展RTX(real-time extension)的方法.利用Delta 6-DOF力/触觉手控器建立了一个基于PC的力/触觉再现原型系统,分别在系统空载、并存网络通信、并存音频播放和并存视频播放4种系统负载状态下对3种实现方法进行了实验.实验结果表明,基于RTX的方法能够获得较理想的实时循环控制性能,适用于力/触觉再现等需要较高实时性计算循环的应用系统.  相似文献   

15.
超量外存地表模型的实时绘制技术   总被引:5,自引:1,他引:5  
提出一种分块策略对规则网格进行区域分割,采用空间填充曲线对分块内网格点进行多分辨率排列,并基于分块多分辨率对地形网格实时调度和页面预取.文中算法利用块模型进行分块视域剔除和分块LOD场景渲染.在多线程分块多分辨率调度和渲染策略下,大大减少了模型的I/O负载,可以在有限环境下满足实时场景绘制要求.  相似文献   

16.
In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.  相似文献   

17.
高度复杂拟凸体的实时触觉绘制   总被引:4,自引:3,他引:1  
触觉绘制目前已成为虚拟现实的研究热点之一,其核心是触觉代理与目标物体的实时碰撞检测与距离计算,对高度复杂模型的触觉绘制仍然是虚拟现实领域的难题,原因是对模型复杂度敏感的算法均不能满足触觉绘制苛刻的时间要求.提出触觉包围盒概念,并针对拟凸体提出一种基于触觉包围盒的实时触觉绘制算法.触觉包围盒记录了离散的采样光线与目标物体的相交信息,进行触觉计算时,只需要执行1次线段与包围盒求交运算和5次双线性插值运算即可高速求出碰撞信息,且所得到的碰撞信息可直接用于反馈力计算.实验结果表明,该算法不仅快速有效,而且具有与触觉绘制模型复杂度不相关的优点.  相似文献   

18.
In this paper, we present a novel method for the direct volume rendering of large smoothed‐particle hydrodynamics (SPH) simulation data without transforming the unstructured data to an intermediate representation. By directly visualizing the unstructured particle data, we avoid long preprocessing times and large storage requirements. This enables the visualization of large, time‐dependent, and multivariate data both as a post‐process and in situ. To address the computational complexity, we introduce stochastic volume rendering that considers only a subset of particles at each step during ray marching. The sample probabilities for selecting this subset at each step are thereby determined both in a view‐dependent manner and based on the spatial complexity of the data. Our stochastic volume rendering enables us to scale continuously from a fast, interactive preview to a more accurate volume rendering at higher cost. Lastly, we discuss the visualization of free‐surface and multi‐phase flows by including a multi‐material model with volumetric and surface shading into the stochastic volume rendering.  相似文献   

19.
建筑设计中基于图像绘制方法的实时漫游   总被引:4,自引:0,他引:4  
当建筑师使用建筑设计软件初步完成房屋的设计、装饰装潢之后,需要在此房间内进行实时漫游,以便能够进一步修改他的设计,因此,对于一个建筑设计CAD软件来说,实现实时漫游这个功能是必要的,然而,在传统的基于几何模型的漫游方法中,图像绘制的速度和质量相矛盾,为了解决这一问题,在商业化建筑设计软件中,采用基于图像的绘制方法来实现实时漫游的同时,还能获得高质量的图像,文中采用立方体全景图方法来实现漫游,最后给  相似文献   

20.
王莉莉  杨峥  马志强  赵沁平 《软件学报》2011,22(10):2454-2466
针对带有微结构表面的几何模型全局光照计算复杂、难以达到实时性要求的问题,提出一种基于高度梯度图分析的全局光照实时绘制方法.首先,定义微结构高度梯度图,并据此构建可见点的局部最高点集合.其次,给出面向微结构表面对象实时绘制的全局光照计算模型,将光照计算近似分解为环境光入射、光源直接光照和一次交互漫反射这3种分量的计算.在环境光计算过程中,提出一种自适应环境光遮挡计算,借助局部最高点集合计算遮挡角.在直接光照中,给出一种微结构阴影的修正方法,搜索入射光方向的最近局部最高点剖面;通过比较剖面内光线投影与局部最高点的遮挡角,近似确定由微结构造成的阴影区域.最后,根据可见点的局部最高点集合确定一次交互漫反射的采样范围,进行渗色处理.整个全局光照计算方法在图像空间完成,较好地利用了延迟着色的思想和GPU并行计算的特点.算法可以在使用低精度几何模型时表现出带有微结构表面的高精度模型的全局光照效果,且适用于动态场景和可变形物体的全局光照计算.  相似文献   

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