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A rendering pipeline framework for photorealistic rendering of animated virtual objects into real scenes

机译:一种渲染管道框架,用于将动画虚拟对象的照片拟真渲染到真实场景中

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In recent times, Animation and Graphics industry has grown up with rapid improvements but its development is considered slow because Computer Graphics Characters developed off screen consumes enormous amount of time, money and resources. With Photorealistic rendering special effects regarding computer graphics character/object like lighting, shadowing information can be dynamically created on screen. In Photorealistic Augmented Reality, direct or indirect view of elements of a real world are augmented through computer-generated sensory inputs in a way closely resembling a photograph. This work proposes a generic rendering pipeline framework with several stages for seamlessly integrating moving virtual objects into dynamic real time environment while the earlier work was in the track of photorealistic rendering of static virtual objects. The applied Graphics Pipeline comprises of several stages with each stage contributing its part: Shadowing, Illumination, Environment mapping, Scene Composition, and Camera effects summing up to the desired photorealistic effect. Blender and 3DS Max Software is used for Basic Mesh Modeling. OgreXMLConvertor for exporting mesh from Blender to OGRE while OgreMaxSceneExporter2.4.8 for exporting mesh from 3D Studio Max to OGRE environment. ARToolKit supports marker based object tracking in the dynamic real scene. OpenGL and DirectX are used as an API to the graphics hardware for rendering purposes. Visual Studio 2012 provides the platform for OGRE and OpenGL coding.
机译:最近,动画和图形行业已经增长了快速改进,但其发展被认为是缓慢的,因为开发了屏幕的计算机图形字符消耗大量的时间,金钱和资源。通过对电脑图形字符/物体的图像拟议渲染特殊效果,可以在屏幕上动态创建阴影信息。在光电化的增强现实中,现实世界的元素的直接或间接观点通过计算机生成的感官输入来增强,以密切相似的照片。这项工作提出了一种通用渲染管道框架,具有几个阶段,可以将移动虚拟对象无缝集成到动态实时环境中,而较早的工作是在静态虚拟对象的照片绘制渲染的轨道中。所应用的图形管道包括几个阶段,每个阶段都有贡献其部分:阴影,照明,环境映射,场景组成和相机效应总结到所需的光电态效应。 Blender和3ds Max软件用于基本网格建模。 OGREXMLConvertor用于将闪线导出到OGRE,而OGREMAXSCENEEXPORTER2.4.8用于将网格从3D Studio Max导出到OGRE环境。 Artoolkit支持动态实场的基于标记的对象跟踪。 OpenGL和DirectX用作图形硬件的API,以便呈现目的。 Visual Studio 2012提供了OGRE和OpenGL编码的平台。

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