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Real-time screen-space liquid rendering with complex refractions

机译:具有复杂折射的实时屏幕空间液体渲染

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Particle-based liquid is often rendered only with single refraction in real-time applications, which deteriorates the reality of liquid. We present a screen-space method for rendering particle-based liquids with up to four refractions in real time. Our method separates liquid particles into splashes and aggregations (i.e., liquid bodies) and generates a pair of depth maps of front-facing and back-facing surfaces for each. We use the depth maps of splashes as they are but smooth those of aggregations to reduce small bumps. For smoothing depth, we iteratively fit planes locally using moving least squares, unlike previous filtering-based approaches that cause undesirable refractions around depth boundaries. By calculating refractions with physically based light attenuation, our method can render liquids more realistically than previous methods. Copyright © 2016 John Wiley & Sons, Ltd.
机译:在实时应用中,基于粒子的液体通常仅通过一次折射即可渲染,这会使液体的真实性恶化。我们提出了一种屏幕空间方法,用于实时渲染多达四个折射的基于粒子的液体。我们的方法将液体颗粒分成飞溅和聚集(即液体),并为每个表面生成一对正面和背面的深度图。我们使用飞溅的深度图,但要使聚集的深度图平滑,以减少小突起。为了使深度平滑,我们使用移动最小二乘法对局部平面进行迭代拟合,这与以前的基于滤波的方法不同,这些方法会引起围绕深度边界的不良折射。通过基于物理的光衰减计算折射,我们的方法可以比以前的方法更真实地渲染液体。版权所有©2016 John Wiley&Sons,Ltd.

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