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Animation techniques: A Comparison

机译:动画技巧:比较

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摘要

The OpenGL raster graphics Application Programming Interface (API) is well known amongst computer graphics programmers. The OpenGL Shading Language (GLSL) is not as well known. Even lesser known is the OpenGL, POV-Ray and Raygl mix (developed at the University of Noth Dakota). While raster graphics dominates the interactive computer graphics industry, these systems are not able to produce scenes with the realism required by ventures such as the movie industry. For such markets, raytracing is popular. Raytracing applications use application specific scene description languages (SDL) to describe the objects in a scene. However, there is no accepted standard SDL and an open source library to convert OpenGL code to SDL code would allow programmers who are already familiar with OpenGL to smoothly transition between raster graphics and raytracing without the need to learn an application specific SDL. Thus, several years ago we developed an OpenGL like API that would interface with OpenGL and the OpenGL Utility Toolkit (GLUT) and that would write Persistence of Vision Raytracer (POVRay) scene files. However, raytracing is slow; too slow for real-time animations that require near photo realism. One of the first shading languages developed was RenderMan (1988); it used the CPU to generate cinematic effects. Since then, Microsoft's High-Level Shading Language (HLSL) and OpenGL's OpenGL Shading Language (GLSL) have been developed for real-time use on a GPU. The goal of this work was to compare the three animation techniques (OpenGL, OpenGL with RayGL and POV-Ray, and GLSL) with regards to quality of output, amount and difficulty of coding required. We are particularly interested in whether or not the output is 'Hollywood' quality or just good enough for gaming and how we might apply the lessons learned to our graphics courses. All three techniques display a scene with stationary platform with a bouncing ball on top.
机译:OpenGL光栅图形应用程序编程接口(API)在计算机图形程序中是众所周知的。 OpenGL着色语言(GLSL)不知道。甚至较少的已知是OpenGL,PoV-ray和Raygl混合物(在达克托大学开发)。虽然光栅图形主导了交互式计算机图形行业,但这些系统无法生成与电影业等创业所需的现实主义的场景。对于此类市场而言,RayTracing很受欢迎。光线跟踪应用程序使用应用程序特定的场景描述语言(SDL)来描述场景中的对象。但是,没有接受的标准SDL和一个开源库,将OpenGL代码转换为SDL代码将允许已经熟悉OpenGL的程序员在栅格图形和光线跟踪之间平稳过渡,而无需学习特定于应用程序特定的SDL。因此,几年前我们开发了一个像OpenGL一样的OpenGL,它将与OpenGL和OpenGL Utility Toolkit(Glut)界面,这将写入Vision Raytracer(POVRAY)场景文件的持久性。但是,雷传输缓慢;对于需要在照片现实附近的实时动画来说太慢了。开发的第一种着色语言之一是林曼(1988年);它使用CPU生成电影效果。从那时起,已经开发了Microsoft的高级着色语言(HLSL)和OpenGL的OpenGL着色语言(GLSL)在GPU上实时使用。这项工作的目标是将三种动画技术(OpenGL,Op​​enGL与RayGL和POV射线和GLSL)关于所需的输出,金额和难度的质量进行比较。我们特别感兴趣的输出是'好莱坞的好莱坞'的质量,或者对于游戏而言,我们如何将学习的经验教训应用于我们的图形课程。所有三种技术都显示出一个静止平台的场景,顶部有一个弹跳球。

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