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Real-Time Painterly Rendering of Terrains

机译:地形的实时绘画渲染

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摘要

We present a non-photo realistic, real-time painterly rendering technique for terrains. The painterly appearance and the impression of terrains is created by effectively rendering several brush strokes. The strokes have fixed locations on the surfaces of the terrain during animation to enable frame to frame coherency. The strokes are rendered as alpha blended sprites in two-dimensions and are oriented along the slope of terrain analogous to the way artists paint on canvas. By exploiting the regular nature of terrain data, we create pre-decided rendering depth orders for primitives for any camera orientation. With this, we avoid the necessity of sorting the primitives of sprites required for alpha blending. We use DirectX10/SM4.0 based shaders to render strokes to improve performance. Being distributed on terrain, strokes get cluttered when they are closely located on screen. We follow a level of detail scheme that maintains a uniform stroke density in screen space. Various styles can be achieved with different stroke variations. Phong shading the rendered output in real-time is possible for more varied styles. We achieve painterly rendering in real-time with a combination of object space positioning and image space rendering of strokes. We illustrate our method with images and performance results.
机译:我们提出了一种用于地形的非照片逼真的实时绘画渲染技术。通过有效地渲染几个画笔笔触,可以创建绘画外观和地形印象。在动画过程中,笔划在地形表面上具有固定的位置,以实现帧到帧的连贯性。笔画以二维形式绘制为alpha混合精灵,并沿着地形的坡度定向,类似于艺术家在画布上绘画的方式。通过利用地形数据的常规性质,我们可以为任何相机方向的图元创建预定的渲染深度顺序。这样,我们就不必对Alpha混合所需的精灵图元进行排序。我们使用基于DirectX10 / SM4.0的着​​色器来渲染笔触以提高性能。由于笔划分布在地形上,因此当笔划紧贴在屏幕上时会变得杂乱无章。我们遵循详细级别的方案,该方案在屏幕空间中保持一致的笔划密度。可以通过不同的笔触变化实现各种样式。可以实时对渲染的输出进行Phong着色,以获得更多款式。我们结合了对象空间定位和笔触的图像空间渲染,实现了实时的绘画渲染。我们用图像和性能结果说明了我们的方法。

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