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Shell texture functions

机译:外壳纹理功能

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摘要

We propose a texture function for realistic modeling and efficient rendering of materials that exhibit surface mesostructures, translucency and volumetric texture variations. The appearance of such complex materials for dynamic lighting and viewing directions is expensive to calculate and requires an impractical amount of storage to precompute. To handle this problem, our method models an object as a shell layer, formed by texture synthesis of a volumetric material sample, and a homogeneous inner core. To facilitate computation of surface radiance from the shell layer, we introduce the shell texture function (STF) which describes voxel irradiance fields based on precomputed fine-level light interactions such as shadowing by surface mesostructures and scattering of photons inside the object. Together with a diffusion approximation of homogeneous inner core radiance, the STF leads to fast and detailed raytraced renderings of complex materials.
机译:我们提出了一种纹理函数,用于逼真的建模和有效呈现具有表面介观结构,半透明和体积纹理变化的材料。这种用于动态照明和观察方向的复杂材料的外观计算起来很昂贵,并且需要不切实际的存储量才能进行预先计算。为了解决这个问题,我们的方法将对象建模为壳层,该壳层是通过对体积材料样本进行纹理合成以及均匀的内芯而形成的。为了便于计算来自壳层的表面辐射,我们引入了壳纹理函数(STF),该函数基于预先计算的细级光交互作用来描述体素辐照场,例如,由表面介观结构产生的阴影以及对象内部光子的散射。与均匀的内部内核辐射的扩散近似一起,STF可以对复杂的材料进行快速而详细的光线描绘。

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