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首页> 外文期刊>ACM Transactions on Graphics >Real-time Smoke Rendering Using Compensated Ray Marching
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Real-time Smoke Rendering Using Compensated Ray Marching

机译:使用补偿射线行进的实时烟雾渲染

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摘要

We present a real-time algorithm called compensated ray marching for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density fields, into a set of radial basis functions (RBFs) and a sequence of residual fields. To expedite rendering, the source radiance distribution within the smoke is computed from only the low-frequency RBF approximation of the density fields, since the high-frequency residuals have little impact on global illumination under low-frequency environment lighting. Furthermore, in computing source radiances the contributions from single and multiple scattering are evaluated at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. A slice-based integration of these source radiances along each view ray is then performed to render the final image. The high-frequency residual fields, which are a critical component in the local appearance of smoke, are compensated back into the radiance integral during this ray march to generate images of high detail.rnThe runtime algorithm, which includes both light transfer simulation and ray marching, can be easily implemented on the GPU, and thus allows for real-time manipulation of viewpoint and lighting, as well as interactive editing of smoke attributes such as extinction cross section, scattering albedo, and phase function. Only moderate preprocessing time and storage is needed. This approach provides the first method for real-time smoke rendering that includes single and multiple scattering while generating results comparable in quality to offline algorithms like ray tracing.
机译:我们提出了一种实时算法,称为补偿射线行进,用于在动态低频环境照明下渲染烟雾。我们的方法是基于将输入烟雾动画(表示为一系列体积密度场)分解为一组径向基函数(RBF)和一系列残差场。为了加快渲染速度,烟雾中的源辐射度分布仅根据密度场的低频RBF近似值进行计算,因为高频残差对低频环境照明下的整体照明影响很小。此外,在计算源辐射度时,仅在RBF中心评估来自单次散射和多次散射的贡献,然后使用基于RBF的插值在体积的其他点进行近似。然后,沿着每个视线对这些源辐射进行基于切片的积分,以渲染最终图像。高频残留场是烟雾局部出现的关键组成部分,在此射线行进过程中被补偿回到辐射积分中,以生成高细节图像。rn运行时算法,包括光传输模拟和射线行进可以轻松地在GPU上实现,从而允许实时操纵视点和照明,以及交互式编辑烟的属性,例如消光截面,散射反照率和相位函数。只需要适度的预处理时间和存储空间。这种方法提供了一种实时烟雾渲染的第一种方法,该方法包括单次散射和多次散射,同时生成的质量可与脱机算法(如光线跟踪)媲美。

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