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A Quantized-Diffusion Model for Rendering Translucent Materials

机译:渲染半透明材料的量化扩散模型

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We present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing materials and near the point of illumination. The new diffusion solution accurately decouples single and multiple scattering. We then derive a novel, analytic, extended-source solution to the multilayer searchlight problem by quantizing the diffusion Green's function. This allows the application of the diffusion multipole model to material layers several orders of magnitude thinner than previously possible and creates accurate results under high-frequency illumination. Quantized diffusion provides both a new physical foundation and a variable-accuracy construction method for sum-of-Gaussians BSSRDFs, which have many useful properties for efficient rendering and appearance capture. Our BSSRDF maps directly to previous real-time rendering algorithms. For film production rendering, we propose several improvements to previous hierarchical point cloud algorithms by introducing a new radial-binning data structure and a doubly-adaptive traversal strategy.
机译:我们提出了一种新的BSSRDF,用于渲染半透明材质的图像。先前的扩散BSSRDF受经典扩散理论的准确性限制。我们介绍了一种改良的扩散理论,该理论对于高吸收性材料和接近照明点的测量更为准确。新的扩散解决方案可精确地解耦单次散射和多次散射。然后,我们通过对扩散格林函数进行量化来得出多层探照灯问题的新颖的,解析的,扩展源的解决方案。这允许将扩散多极模型应用于比以前可能的厚度薄几个数​​量级的材料层,并在高频照明下产生准确的结果。量化扩散为高斯和BSSRDF提供了新的物理基础和可变精度的构造方法,它们具有用于有效渲染和外观捕获的许多有用属性。我们的BSSRDF直接映射到以前的实时渲染算法。对于电影制作渲染,我们通过引入新的径向合并数据结构和双自适应遍历策略,对以前的分层点云算法提出了一些改进。

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