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A high dynamic range rendering pipeline for interactive applications: In search for perceptual realism

机译:用于交互式应用程序的高动态范围渲染管道:寻找感知现实

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Realistic images can be computed at interactive frame rates for Computer Graphics applications. Meanwhile, High Dynamic Range (HDR) rendering has a growing success in video games and virtual reality applications, as it improves the image quality and the player's immersion feeling. In this paper, we propose a new method, based on a physical lighting model, to compute in real time a HDR illumination in virtual environments. Our method allows to re-use existing virtual environments as input, and computes HDR images in photometric units. Then, from these HDR images, displayable 8-bit images are rendered with a tone mapping operator and displayed on a standard display device. The HDR computation and the tone mapping are implemented in OpenSceneGraph with pixel shaders. The lighting model, together with a perceptual tone mapping, improves the perceptual realism of the rendered images at low cost. The method is illustrated with a practical application where the dynamic range of the virtual environment is a key rendering issue: night-time driving simulation.
机译:可以以交互式帧速率为计算机图形应用程序计算真实图像。同时,高动态范围(HDR)渲染在视频游戏和虚拟现实应用中取得了越来越大的成功,因为它改善了图像质量和玩家的沉浸感。在本文中,我们提出了一种基于物理照明模型的新方法,可以实时计算虚拟环境中的HDR照明。我们的方法允许重新使用现有的虚拟环境作为输入,并以光度为单位计算HDR图像。然后,从这些HDR图像中,使用色调映射运算符渲染可显示的8位图像,并将其显示在标准显示设备上。 HDR计算和色调映射在带有像素着色器的OpenSceneGraph中实现。照明模型与感知色调映射一起,以低成本改善了渲染图像的感知真实感。在实际应用中说明了该方法,其中虚拟环境的动态范围是关键的渲染问题:夜间驾驶模拟。

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