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OPTIMAL POINT DENSITY USING CAMERA PROXIMITY FOR POINT-BASED GLOBAL ILLUMINATION
OPTIMAL POINT DENSITY USING CAMERA PROXIMITY FOR POINT-BASED GLOBAL ILLUMINATION
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机译:使用相机逼近度的最佳点密度用于基于点的全局照明
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摘要
A computer-animated scene is shaded using a point in a point cloud. The point represents a sample location on a surface primitive of an object in the scene. The surface primitive lies at least partially within a camera viewing frustum of a virtual camera, which has a focal point. A sample location distance, which is a near plane distance of the camera viewing frustum or the length of a line between the sample location on the surface primitive and the focal point of the virtual camera, is determined. A solid angle of the surface primitive subtended at the focal point of the virtual camera is obtained. A desired point area of the point in the point cloud is determined based on the sample location distance and the solid angle. The scene is shaded using the desired point area of the point in the point cloud.
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