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A Quick Rendering Method Using Basis Functions for Interactive Lighting Design

机译:使用基础函数进行交互式照明设计的快速渲染方法

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When designing interior lighting effects, it is desirable to compare a variety of lighting designs involving different lighting devices and directions of light. It is, however, time-consuming to generate images with many different lighting parameters, taking interreflection into account, because all luminances must be calculated and recalculated. This makes it difficult to design lighting effects interactively. To address this problem, this paper proposes a method of quickly generating images of a given scene illustrating an interreflective environment illuminated by sources with arbitrary luminous intensity distributions. In the proposed method, the luminous intensity ditribution is expressed with basis functions. The proposed method uses a series of spherical harmonic functions as basis functions, and calculates in advance each intensity on surfaces lit by the light sources whose luminous intensity distribution are the same as the spherical harmonic functions. The proposed method makes it possible to generate images so quickly that we can change the luminous intensity distribution interactively. Combining the proposed method with an interactive walk-through that employs intensity mapping, an interactive system for lighting design is implemented. The usefulness of the proposed method is demonstrated by its application to interactive lighting design, where many images are generated by altering lighting devices and/or direction of light.
机译:在设计室内照明效果时,需要比较涉及不同照明设备和光的方向的各种照明设计。但是,考虑到相互反射,生成具有许多不同照明参数的图像非常耗时,因为必须计算并重新计算所有亮度。这使得难以交互设计照明效果。为了解决这个问题,本文提出了一种快速产生给定场景的图像的方法,该场景示出了由具有任意发光强度分布的光源照射的互反射环境。在所提出的方法中,发光强度分布用基函数表示。所提出的方法使用一系列球谐函数作为基函数,并预先计算由发光强度与球谐函数相同的光源照射的表面上的每个强度。所提出的方法使得如此迅速地生成图像成为可能,从而我们可以交互地改变发光强度分布。结合提出的方法和采用强度映射的交互式演练,实现了用于照明设计的交互式系统。该方法在交互式照明设计中的应用证明了该方法的实用性,在交互式照明设计中,通过更改照明设备和/或光的方向可以生成许多图像。

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