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A Computational Approach to Simulate Subsurface Light Diffusion in Arbitrarily Shaped Objects

机译:一种模拟任意形状物体表面亚光扩散的计算方法

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摘要

To faithfully display objects consisting of translucent materials such as milk, fruit, wax and marble, one needs to take into account subsurface scattering of light. Accurate renderings require expensive simulation of light transport. Alternatively, the widely-used fast dipole approximation cannot deal with internal visibility issues, and has limited applicability (only homogeneous materials). We present a novel algorithm to plausibly reproduce subsurface scattering based on the diffusion approximation. This yields a relatively simple partial differential equation, which we propose to solve numerically using the multigrid method. The main difficulty in this approach consists of accurately representing interactions near the object s surface, for which we employ the embedded boundary discretization. Also, our method allows us to refine the simulation hierarchically where needed in order to optimize performance and memory usage. The resulting approach is capable of rapidly and accurately computing subsurface scattering in polygonal meshes for both homogeneous and heterogeneous materials. The amount of time spent computing subsurface scattering in a complex object is generally a few minutes.
机译:为了忠实地展示由半透明材料(例如牛奶,水果,蜡和大理石)组成的对象,需要考虑光在地下的散射。准确的渲染需要昂贵的光传输模拟。另外,广泛使用的快速偶极近似不能解决内部可见性问题,并且适用性有限(仅适用于均质材料)。我们提出了一种新颖的算法,可以根据扩散近似合理地再现地下散射。这产生了一个相对简单的偏微分方程,我们建议使用多网格方法进行数值求解。这种方法的主要困难在于准确表示物体表面附近的相互作用,为此我们采用了嵌入式边界离散化技术。同样,我们的方法允许我们在需要的地方分层优化仿真,以优化性能和内存使用。所得的方法能够针对均质材料和非均质材料快速准确地计算多边形网格中的地下散射。计算复杂对象中的地下散射所花费的时间通常为几分钟。

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