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Photorealistic real-time rendering of spherical raindrops with hierarchical reflective and refractive maps

机译:具有分层反射和折射贴图的球形雨滴的逼真实时渲染

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Synthesizing rainy images is a common challenge found in film, game engines, driving simulators, and architectural design.nSimulating light transport through a raindrop’s optical properties is a view-dependent problem, and large quantities of raindropsnare required to produce a plausible rainy scene. Accurate methods for rendering raindrops exist but are often off-linentechniques that are cost prohibitive for real-time applications. Most real-time solutions use textures to approximate thenappearance of moving raindrops as streaks. These approaches produce plausible results but do not address the problemnof temporal effects such as slow-motion or paused simulations. In such conditions, streak-based approximations are notnsuitable, and proper raindrop geometry should be considered. This paper describes a straight-forward approach for renderingnraindrops in such temporal conditions. The proposed technique consists of a preprocessing stage that generates anraindrop mask and a run-time stage that renders raindrops as screen-aligned billboards. The mask’s contents are adjustednon the basis of the viewpoint, viewing direction, and raindrop position. The proposed method renders millions of raindropsnat real-time rates in current graphics hardware, making it suitable for applications that require high-visual quality withoutncompromising performance. Copyright © 2011 John Wiley & Sons, Ltd.
机译:合成雨滴图像是电影,游戏引擎,驾驶模拟器和建筑设计中常见的挑战。通过雨滴的光学特性模拟光传输是一个与视图相关的问题,并且需要大量的雨滴才能产生看起来像雨天的场景。存在用于渲染雨滴的准确方法,但是通常是离线技术,这些技术对于实时应用而言成本高昂。大多数实时解决方案都使用纹理来近似估算运动雨滴出现的条纹。这些方法产生了合理的结果,但没有解决诸如慢动作或暂停的仿真之类的时间效应问题。在这种情况下,基于条纹的近似是不合适的,应考虑适当的雨滴几何形状。本文描述了在这种时间条件下渲染雨滴的简单方法。所提出的技术包括一个生成雨滴罩的预处理阶段和一个将雨滴呈现为屏幕对齐的广告牌的运行时阶段。遮罩的内容未根据视点,观看方向和雨滴位置进行调整。所提出的方法在当前的图形硬件中提供了数百万个实时的雨滴速率,使其适合需要高视觉质量而又不影响性能的应用。版权所有©2011 John Wiley&Sons,Ltd.

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