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Geometry-shader-based real-time voxelization and applications

机译:基于几何着色器的实时体素化和应用

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This work proposes a new voxelization algorithm based on newly available GPU functionalities and designs several real-time applications to render complex lighting effects with the voxelization result. The voxelization algorithm can efficiently transform a highly complex scene in a surface-boundary representation into a set of voxels in one GPU pass using the geometry shader. Newly available 3D textures are used to directly record the surficial and volumetric properties of objects such as opaqueness, refraction, and transmittance. In the first, the usage of 3D textures can remove those strenuous efforts required to modify the encoding and decoding scheme when adjusting the voxel resolution. Second, surficial and volumetric properties recorded in 3D textures can be used to interactively compute and render more realistic lighting effects including the shadow of objects with complex occlusion and the refraction and transmittance of transparent objects. The shadow can be rendered with an absorption coefficient which is computed according to the number of surfaces drawing in each voxel during voxelization and used to compute the amount of light passing through partially occluded complex objects. The surface normal, transmittance coefficient and refraction index recorded in each voxel can be used to simulate the refraction and transmittance lighting effects of transparent objects using our multiple-surfaced refraction algorithm. Finally, the results demonstrate that our algorithm can transform a dynamic scene into a set of voxels and render complex lighting effects in real time without any pre-processing.
机译:这项工作提出了一种基于最新可用的GPU功能的新体素化算法,并设计了几个实时应用程序以利用体素化结果渲染复杂的照明效果。体素化算法可以使用几何着色器在一个GPU通道中将表面边界表示中的高度复杂的场景有效地转换为一组体素。最新可用的3D纹理用于直接记录对象的表面和体积属性,例如不透明性,折射和透射率。首先,在调整体素分辨率时,使用3D纹理可以消除修改编码和解码方案所需的艰苦工作。其次,记录在3D纹理中的表面和体积属性可用于交互计算和渲染更逼真的照明效果,包括具有复杂遮挡的对象的阴影以及透明对象的折射和透射率。可以使用吸收系数来渲染阴影,该吸收系数根据在体素化过程中每个体素中绘制的表面数量来计算,并用于计算通过部分遮挡的复杂对象的光量。使用我们的多面折射算法,可以将每个体素中记录的表面法线,透射系数和折射率用于模拟透明对象的折射和透射照明效果。最后,结果表明我们的算法可以将动态场景转换为一组体素并实时渲染复杂的照明效果,而无需任何预处理。

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