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Normalized diffusion profile for subsurface scattering rendering

机译:用于地下散射渲染的归一化扩散轮廓

摘要

The disclosure provides an approach for rendering images which include subsurface scattering effects. In one aspect, a shader computes subsurface scattering effects via a ray-tracing or point-based technique using a normalized diffusion profile. The shader may use the inverse of a cumulative density function associated with the normalized diffusion profile to determine, for each ray intersecting the surface, points on the surface at which to evaluate the normalized diffusion profile. To determine the lit surface of a pixel due to subsurface scattering, the shader may multiply the result of the integral of the normalized diffusion profile for each of the R, G, and B color components by corresponding components of a diffuse color constant. Further, the shader may scale the integral of the normalized diffusion profile based on a scaling function which accounts for a forward-scattering nature of a medium and compensates for out-of-plane scattering.
机译:本公开提供了一种用于渲染包括地下散射效应的图像的方法。一方面,着色器使用归一化扩散轮廓通过射线追踪或基于点的技术来计算地下散射效应。着色器可以使用与归一化扩散轮廓相关联的累积密度函数的逆来确定与表面相交的每条光线在表面上的点,以在该点上评估归一化扩散轮廓。为了确定由于次表面散射而导致的像素的光照表面,着色器可以将R,G和B颜色分量中每个分量的归一化扩散轮廓的积分结果乘以扩散颜色常数的相应分量。此外,着色器可以基于缩放函数缩放归一化扩散轮廓的积分,该缩放函数考虑了介质的前向散射性质并补偿面外散射。

著录项

  • 公开/公告号US9659404B2

    专利类型

  • 公开/公告日2017-05-23

    原文格式PDF

  • 申请/专利权人 DISNEY ENTERPRISES INC.;

    申请/专利号US201313840814

  • 发明设计人 ANDREW SELLE;BRENT BURLEY;

    申请日2013-03-15

  • 分类号G06T15/50;

  • 国家 US

  • 入库时间 2022-08-21 13:44:29

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