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Real-time rendering of deformable heterogeneous translucent objects using multiresolution splatting

机译:使用多分辨率展开实时渲染可变形的异质半透明对象

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摘要

In this paper, we present a novel real-time rendering algorithm for heterogenous translucent objects with deformable geometry. The proposed method starts by rendering the surface geometry in two separate geometry buffers— the irradiance buffer and the splatting buffer—with corresponding mipmaps from the lighting and viewing directions, respectively. Irradiance samples are selected from the irradiance buffer according to geometric and material properties using a novel and fast selection algorithm. Next, we gather the irradiance per visible surface point by splatting the irradiance samples to the splatting buffer. To compute the appearance of long-distance low-frequency subsurface scattering, as well as short-range detailed scattering, a fast novel multiresolution GPU algorithm is developed that computes everything on the fly and which does not require any pre-computations. We illustrate the effectiveness of our method on several deformable geometries with measured heterogeneous translucent materials.
机译:在本文中,我们提出了一种新颖的实时渲染算法,用于可变形几何形状的异构半透明对象。所提出的方法首先在两个单独的几何缓冲区(辐照度缓冲区和喷溅缓冲区)中绘制表面几何图形,并分别从照明和查看方向绘制相应的mipmap。使用新的快速选择算法,根据几何和材料属性从辐照缓冲区中选择辐照样本。接下来,我们通过将辐照度样本喷涂到喷涂缓冲区中来收集每个可见表面点的辐照度。为了计算长距离低频次表面散射以及短距离详细散射的外观,开发了一种快速新颖的多分辨率GPU算法,该算法可以即时计算所有内容,并且不需要任何预先计算。我们用测量的异质半透明材料说明了我们的方法在几种可变形几何形状上的有效性。

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