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A quadratic spline approximation using detail multi-layer for soft shadow generation in augmented reality

机译:使用细节多层的二次样条逼近,用于增强现实中的软阴影生成

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摘要

Implementation of shadows is crucial to enhancement of images in AR environments. Without shadows, virtual objects would look floating over the scene resulting in unrealistic rendering of AR environments. Casting hard shadows would provide only spatial information while soft shadows help improve realism of AR environments. Several algorithms have been proposed to render realistic shadows which often incurred high computational costs. Little attention has been directed towards the balanced trade-off between shadow quality and computational costs. In this study, two approaches are proposed: Quadratic Spline Interpolation (QSI) to soften the outline of the shadow and Detail Multi-Layer (DML) technique to optimize the volume of computations for the generation of soft shadows based on real light sources. QSI estimates boarder hard shadow samples while DML involves three main phases: real light sources estimation, soft shadow production and reduction of the complexity of 3-Dimensional objects' shadows. To be more precise, a reflective hemisphere is used to capture real light and to create an environment map. The Median Cut algorithm is implemented to locate the direction of real light sources on the environment map. Subsequently, the original hard shadows are retrieved and a sample of multilayer hard shadows is produced where each layer has its unique size and colour. These layers overlap to produce soft shadows based on the real light sources' directions. Finally, the Level of Details (LOD) algorithm is implemented to increase the efficiency of soft shadows by decreasing the complexity of vertex transformations. The proposed technique is tested using three samples of multilayer hard shadows with varying numbers of light sources generated from the Median Cut algorithm. The experimental results show that the proposed technique successfully produces realistic soft shadows at low computational costs.
机译:阴影的实现对于增强AR环境中的图像至关重要。没有阴影,虚拟对象将看起来漂浮在场景上,从而导致AR环境的渲染不真实。投射硬阴影将仅提供空间信息,而柔和阴影有助于改善AR环境的真实感。已经提出了几种算法来渲染逼真的阴影,这些阴影经常引起高计算成本。很少有人关注阴影质量和计算成本之间的平衡权衡。在这项研究中,提出了两种方法:二次样条插值(QSI)来软化阴影的轮廓,以及细节多层(DML)技术来优化基于实际光源生成软阴影的计算量。 QSI估计边界硬阴影样本,而DML涉及三个主要阶段:真实光源估计,软阴影生成以及降低3维物体阴影的复杂性。更准确地说,反射半球用于捕获真实光并创建环境图。实施中值切割算法以在环境图上定位真实光源的方向。随后,获取原始硬阴影,并生成多层硬阴影样本,其中每一层都有其独特的大小和颜色。这些层重叠以根据真实光源的方向生成柔和的阴影。最后,实施细节水平(LOD)算法,以通过降低顶点变换的复杂度来提高软阴影的效率。使用多层硬阴影的三个样本测试了所提出的技术,该样本具有从Median Cut算法生成的不同数量的光源。实验结果表明,该技术以较低的计算成本成功地产生了逼真的柔和阴影。

著录项

  • 来源
    《Multimedia Tools and Applications》 |2014年第3期|1225-1245|共21页
  • 作者单位

    UTM ViCubelab, Department of Computer Graphics and Multimedia, Faculty of Computer Science and Information Systems, Universiti Teknologi Malaysia, 81310 Skudai Johor, Malaysia;

    UTM ViCubelab, Department of Computer Graphics and Multimedia, Faculty of Computer Science and Information Systems, Universiti Teknologi Malaysia, 81310 Skudai Johor, Malaysia;

    UTM ViCubelab, Department of Computer Graphics and Multimedia, Faculty of Computer Science and Information Systems, Universiti Teknologi Malaysia, 81310 Skudai Johor, Malaysia;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Augmented reality; Shadow generation; Soft shadows; Reflective sphere; Environment map;

    机译:增强现实;阴影生成;阴影柔和;反光球环境图;

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