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Realism of scenes involving water surfaces during rendering

机译:在渲染期间涉及水面的场景的现实主义

摘要

A water surface mesh is determined for a scene to be rendered. This water surface mesh includes a grouping of geometric shapes such as triangles that represents the surface of the water. This water surface mesh is then used to create a refracted or reflected mesh. The refracted or reflected mesh shows an effect produced by the water surface's refraction or reflection of light. The relationship between the water surface mesh and the refracted or reflected mesh is then used to determine how to illuminate elements within the scene. This eliminates some previously necessary steps during rendering, and enables an accurate depiction of caustics within a scene that can be performed in real-time.
机译:确定用于待呈现的场景的水面网。该水表面啮合物包括几何形状的分组,例如表示水表面的三角形。然后使用该水表面网来产生折射或反射的网格。折射率或反射网格显示了水面折射或光的反射产生的效果。然后使用水表面网和折射或反射网格之间的关系来确定如何照射场景内的元件。这消除了在渲染过程中的一些先前必要的步骤,并且可以在可以实时执行的场景中精确地描绘焦散。

著录项

  • 公开/公告号US11010963B2

    专利类型

  • 公开/公告日2021-05-18

    原文格式PDF

  • 申请/专利权人 NVIDIA CORPORATION;

    申请/专利号US201916373478

  • 发明设计人 HOLGER HEINRICH GRUEN;

    申请日2019-04-02

  • 分类号G06T15/50;G06T17/20;

  • 国家 US

  • 入库时间 2022-08-24 18:43:11

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