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Efficient Rendering of Rounded Corners and Edges for Convex Objects

机译:凸对象的圆角和边缘的高效渲染

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Many manufactured objects and worn surfaces exhibit rounded corners and edges. These fine details are a source of sharp highlights and shading effects, important to our perception between joining surfaces. However, their representation is often neglected because they introduce complex geometric meshing in very small areas. This paper presents a new method for managing thin rounded corners and edges without explicitly modifying the underlying geometry, so as to produce their visual effects in sample-based rendering algorithms (e.g., ray tracing and path tracing). Our method relies on positioning virtual spheres and cylinders, associated with a detection and acceleration structure that makes the process more robust and more efficient than existing bevel shaders. Moreover, using our implicit surfaces rather than polygonal meshes allows our method to generate extreme close views of the surfaces with a much better visual quality for little additional memory. We illustrate the achieved effects and analyze comparisons generated with existing industrial software shaders.
机译:许多制造的物体和磨损的表面都具有圆角和边缘。这些精细的细节是锐利的高光和阴影效果的来源,这对于我们在连接表面之间的感知非常重要。但是,由于它们在很小的区域引入了复杂的几何网格划分,因此常常忽略了它们的表示。本文提出了一种在不显式修改底层几何体的情况下管理细圆角和边缘的新方法,以便在基于样本的渲染算法(例如光线跟踪和路径跟踪)中产生其视觉效果。我们的方法依赖于定位虚拟球体和圆柱体,并与检测和加速结构相关联,从而使该过程比现有的斜角着色器更鲁棒,更高效。而且,使用我们的隐式表面而不是多边形网格可以使我们的方法生成具有极佳视觉质量的表面极近距离视图,而几乎没有额外的内存。我们将说明已实现的效果,并分析与现有工业软件着色器生成的比较。

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