A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary.
The method proposed here can effectively calculate optical effects, shaft of light, caustics,and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.
需要一个精确的阴影模型才能显示逼真的图像。最近,关于全球照明的研究已经广泛开展。在整体照明中,漫反射问题已经得到了很好的解决,但是镜面反射和折射之后仍然存在一些光学问题。一些自然现象在水波表面的反射/折射光中引人注目。来自水表面的折射光会聚和发散,并由于来自粒子的散射光而产生光轴。水的颜色受水分子和悬浮液的散射/吸收作用影响。对于这些效果,入射光到达粒子的强度和方向起着重要的作用,并且由于光在穿过波时会折射,因此在常规的光线跟踪中很难对其进行计算。因此,有必要对光源进行预处理跟踪。 P>
本文提出的方法无需使用扫描线Z缓冲区和累积缓冲区进行此类预处理,即可有效地计算光学效果,光的轴,腐蚀性和水的颜色。 P>
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