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Modeling and Rendering of Heterogeneous Translucent Materials Using the Diffusion Equation

机译:使用扩散方程对非均质半透明材料进行建模和渲染

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In this article, we propose techniques for modeling and rendering of heterogeneous translucent materials that enable acquisition from measured samples, interactive editing of material attributes, and real-time rendering. The materials are assumed to be optically dense such that multiple scattering can be approximated by a diffusion process described by the diffusion equation. For modeling heterogeneous materials, we present the inverse diffusion algorithm for acquiring material properties from appearance measurements. This modeling algorithm incorporates a regularizer to handle the ill-conditioning of the inverse problem, an adjoint method to dramatically reduce the computational cost, and a hierarchical GPU implementation for further speedup. To render an object with known material properties, we present the polygrid diffusion algorithm, which solves the diffusion equation with a boundary condition defined by the given illumination environment. This rendering technique is based on representation of an object by a polygrid, a grid with regular connectivity and an irregular shape, which facilitates solution of the diffusion equation in arbitrary volumes. Because of the regular connectivity, our rendering algorithm can be implemented on the GPU for real-time performance. We demonstrate our techniques by capturing materials from physical samples and performing real-time rendering and editing with these materials.
机译:在本文中,我们提出了用于对异构半透明材料进行建模和渲染的技术,这些技术可以从测量的样本中进行采集,对材料属性进行交互式编辑以及进行实时渲染。假定材料在光学上是致密的,从而可以通过扩散方程描述的扩散过程来近似多重散射。对于异质材料建模,我们提出了逆扩散算法,用于从外观测量中获取材料属性。该建模算法包含一个正则化函数来处理逆问题的不适条件,一种可大大降低计算成本的辅助方法以及一种用于进一步加速的分层GPU实现。为了渲染具有已知材料属性的对象,我们提出了多网格扩散算法,该算法用给定照明环境定义的边界条件求解扩散方程。此渲染技术基于对象的多网格,具有规则连接性和不规则形状的网格表示,这有助于求解任意体积中的扩散方程。由于具有常规的连通性,我们的渲染算法可以在GPU上实现以实现实时性能。我们通过捕获物理样本中的材料并使用这些材料执行实时渲染和编辑来展示我们的技术。

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