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Globally illuminated anisotropic lighting models with an enhanced hemi-cube sampling techinque on a GPU.

机译:全局照明的各向异性照明模型,在GPU上具有增强的半立方体采样技术。

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摘要

Global illumination is a very important component of rendering photorealistic images. It simulates light inter-reflection by sampling the light paths between object surfaces. This process consists of two parts --- direct illumination and indirect illumination. The majority of the rendering time is incurred in calculating indirect illumination, which is a computationally expensive step. Since global illumination can produce many realistic effects such as glossy reflections and caustics, many researchers continue to develop hybrid global illumination approaches to reduce the time required in computing indirect illumination. With the rapid development of graphics processing units (GPU), many global illumination techniques are adapted or modified so that they can be implemented on the GPU to achieve lower rendering times. Among these GPU-based global illumination methods, the lighting model for anisotropic materials has not yet been covered extensively. The goal of this thesis is to implement global illuminated anisotropic materials on the GPU. The main algorithm of this thesis employs the irradiance cache algorithm to compute the indirect illumination. The hemi-cube technique is used in the sampling step of the algorithm. Due to the fact that the hemicube only approximates the hemisphere above a hit point, a sharp edge cut-off artifact occurs and becomes severe for anisotropic materials. This thesis introduces a novel approach --- multiple fields of view --- to solve this problem. The model built here balances the workload between the CPU and the GPU and utilizes the computational power of the GPU. It can generate high quality global illuminated scenes with anisotropic materials in a reasonable amount of time. It also broadens the usage of the irradiance cache splatting algorithm to a wider range of applications.
机译:全局照明是渲染逼真的图像的非常重要的组成部分。它通过对物体表面之间的光路进行采样来模拟光的相互反射。此过程包括两个部分---直接照明和间接照明。渲染时间的大部分花费在计算间接照明上,这是一个计算量大的步骤。由于全局照明可以产生许多逼真的效果,例如光泽反射和焦散,因此许多研究人员继续开发混合全局照明方法,以减少计算间接照明所需的时间。随着图形处理单元(GPU)的快速发展,对许多全局照明技术进行了修改或修改,以便可以在GPU上实现它们以缩短渲染时间。在这些基于GPU的全局照明方法中,各向异性材料的照明模型尚未得到广泛介绍。本文的目的是在GPU上实现全局照明的各向异性材料。本文的主要算法是采用辐照度缓存算法来计算间接照度。在算法的采样步骤中使用了半立方体技术。由于半立方仅接近命中点上方的半球这一事实,因此会出现尖锐的边缘截断伪影,并且对于各向异性材料而言会变得更加严重。本文介绍了一种新颖的方法---多个视野---解决此问题。此处构建的模型可平衡CPU和GPU之间的工作量,并利用GPU的计算能力。它可以在合理的时间内用各向异性的材料生成高质量的全局照明场景。它还将辐照度缓存展开算法的使用范围扩大到更广泛的应用程序。

著录项

  • 作者

    Ou, Lingxiao.;

  • 作者单位

    Dalhousie University (Canada).;

  • 授予单位 Dalhousie University (Canada).;
  • 学科 Engineering Computer.;Computer Science.
  • 学位 M.C.Sc.
  • 年度 2009
  • 页码 99 p.
  • 总页数 99
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 非洲史;
  • 关键词

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