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反射、折射和焦散的交互式近似渲染。

Interactive approximate rendering of reflections, refractions, and caustics.

作者信息

Hu Wei, Qin Kaihuai

机构信息

Institute of High Performance Computing, Department of Computer Science and Technology, Tsinghua University, Beijing, China.

出版信息

IEEE Trans Vis Comput Graph. 2007 Jan-Feb;13(1):46-57. doi: 10.1109/TVCG.2007.14.

Abstract

Reflections, refractions, and caustics are very important for rendering global illumination images. Although many methods can be applied to generate these effects, the rendering performance is not satisfactory for interactive applications. In this paper, complex ray-object intersections are simplified so that the intersections can be computed on a GPU, and an iterative computing scheme based on the depth buffers is used for correcting the approximate results caused by the simplification. As a result, reflections and refractions of environment maps and nearby geometry can be rendered on a GPU interactively without preprocessing. We can even achieve interactive recursive reflections and refractions by using an object-impostor technique. Moreover, caustic effects caused by reflections and refractions can be rendered by placing the eye at the light. Rendered results prove that our method is sufficiently efficient to render plausible images interactively for many interactive applications.

摘要

反射、折射和焦散对于全局光照图像的渲染非常重要。尽管有许多方法可用于生成这些效果,但对于交互式应用程序而言,渲染性能并不令人满意。在本文中,复杂的光线与物体相交情况被简化,以便可以在图形处理器(GPU)上计算这些相交,并且基于深度缓冲区的迭代计算方案用于校正由简化导致的近似结果。结果,环境映射和附近几何体的反射和折射可以在不进行预处理的情况下在GPU上交互式地渲染。通过使用对象替身技术,我们甚至可以实现交互式递归反射和折射。此外,通过将视点置于光源处,可以渲染由反射和折射引起的焦散效果。渲染结果证明,我们的方法足够高效,能够为许多交互式应用程序交互式地渲染出逼真的图像。

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