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Interactive directional ambient occlusion and shadow computations for volume ray casting

机译:交互式定向环境光遮挡和阴影计算,用于体积射线投射

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Volume rendering is a widely used technique to visualize 3D scalar data. To enhance visual shape and depth perception, distinct illumination techniques have been proposed, adding different types of lighting effects. In this paper, we explore a new strategy to compute directional ambient occlusion and shadows for volume ray casting to render structured datasets. Our algorithm computes occlusion of traced cones by evaluating Gaussian integrals at discrete samples along the cone axis. The computed occlusion is then used to add directional ambient occlusion effects and to generate shadows. Given the extinction coefficient data volume, we create one extra volume computing representative amplitudes of Gaussian functions. Mipmapping is then used to effectively evaluate Gaussian integrals with different sizes placed along the cone axis, adapting a circle packing approach. We demonstrate that the proposed method delivers a better balance between quality results and performance when compared to previous specialized procedures, with the advantage of combining directional ambient occlusion and shadow generation under the same framework. (C) 2019 Elsevier Ltd. All rights reserved.
机译:体绘制是一种广泛使用的可视化3D标量数据的技术。为了增强视觉形状和深度感知,已经提出了不同的照明技术,增加了不同类型的照明效果。在本文中,我们探索了一种用于计算定向环境光遮挡和阴影的新策略,以进行体射线投射以渲染结构化数据集。我们的算法通过评估沿圆锥轴的离散样本处的高斯积分来计算跟踪圆锥的遮挡。计算出的遮挡然后用于添加定向环境遮挡效果并生成阴影。给定消光系数数据量,我们将创建一个额外的量来计算代表高斯函数的振幅。然后使用Mipmapping有效地评估沿圆锥轴放置的具有不同大小的高斯积分,从而采用圆堆积方法。我们证明,与以前的专用程序相比,所提出的方法在质量结果和性能之间达到了更好的平衡,并且具有在相同框架下结合定向环境光遮蔽和阴影生成的优势。 (C)2019 Elsevier Ltd.保留所有权利。

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