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Efficient Visibility Encoding for Dynamic Illumination in Direct Volume Rendering

机译:直接体积渲染中用于动态照明的有效可见性编码

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We present an algorithm that enables real-time dynamic shading in direct volume rendering using general lighting, including directional lights, point lights, and environment maps. Real-time performance is achieved by encoding local and global volumetric visibility using spherical harmonic (SH) basis functions stored in an efficient multiresolution grid over the extent of the volume. Our method enables high-frequency shadows in the spatial domain, but is limited to a low-frequency approximation of visibility and illumination in the angular domain. In a first pass, level of detail (LOD) selection in the grid is based on the current transfer function setting. This enables rapid online computation and SH projection of the local spherical distribution of visibility information. Using a piecewise integration of the SH coefficients over the local regions, the global visibility within the volume is then computed. By representing the light sources using their SH projections, the integral over lighting, visibility, and isotropic phase functions can be efficiently computed during rendering. The utility of our method is demonstrated in several examples showing the generality and interactive performance of the approach.
机译:我们提出了一种算法,该算法可使用常规照明(包括定向光源,点光源和环境贴图)在直接体积渲染中实现实时动态着色。通过使用存储在有效体积范围内的有效多分辨率网格中的球谐(SH)基函数对局部和全局体积可见性进行编码,可以实现实时性能。我们的方法可以在空间域中实现高频阴影,但仅限于角域中可见性和照明的低频近似。在第一遍中,网格中的详细程度(LOD)选择基于当前传递函数设置。这使得能快速在线计算和对可见性信息的局部球形分布进行SH投影。使用局部区域上SH系数的分段积分,可以计算体积内的全局可见性。通过使用光源的SH投影表示光源,可以在渲染过程中有效地计算照明,可见性和各向同性相位函数的积分。在几个示例中展示了我们方法的实用性,这些示例显示了该方法的一般性和交互性能。

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