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Geocube - GPU accelerated real-time rendering of transparency and translucency

机译:Geocube-GPU加速了透明度和半透明的实时渲染

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摘要

We present a new method based on GPU acceleration for realtime transparency and translucency rendering. Our method computes refraction at both the front and back sides of a transparent object, as well as internal reflection, thus delivering interactive realistic transparency effects on a commodity PC. The realtime performance is made possible by a new acceleration data structure, called geocube, that enables the use of GPU for fast ray-surface intersection testing. In addition, within the same framework, we introduce the novel use of the mip-map for a hierarchical representation of a sequence of key prefiltered environment maps to simulate translucency. By taking ray depth into account and using GPU to interpolate the key filtered maps to produce the desired blurring effects, we achieve real-time realistic translucency rendering of slightly scattering media that allows show-through of background details.
机译:我们提出了一种基于GPU加速的新方法,用于实时透明和半透明渲染。我们的方法可以计算透明物体正面和背面的折射以及内部反射,从而在商用PC上提供交互式逼真的透明度效果。新的加速数据结构称为geocube,使实时性能成为可能,该结构使GPU可以用于快速射线表面相交测试。另外,在同一框架内,我们介绍了mip-map的新颖用法,用于对一系列关键的预过滤环境图进行分层表示以模拟半透明性。通过考虑射线深度并使用GPU内插关键的滤波图以产生所需的模糊效果,我们实现了对微散射介质的实时逼真的半透明渲染,从而可以显示背景细节。

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