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1.
随着虚拟现实技术应用的日益广泛,场景的规模越来越大,虚拟场景画面的实时显示成为整个虚拟现实系统成败的关键技术。提出了一个结合层次遮挡图和图像缓存的快速消隐绘制算法,该算法不仅在图形绘制速度和图像质量之间获得了一个很好的折衷,而且可适合各种复杂度场景的快速绘制需要。对可能可见的近景、中景使用几何绘制,对可能可见的远景实现了图像和几何混合的加速绘制。实验表明,该算法在实践中具有良好的效果。  相似文献   

2.
汤杨  吴慧中  肖甫  肖亮 《计算机科学》2006,33(2):230-233
图像逆映射是基于图像绘制技术的基础算法,但由于需要进行繁琐的参考域搜索过程,传统图像逆映射算法计算复杂度大、效率低。本文提出一种快速图像逆映射算法——搜索转移算法。该算法从场景的极线几何性质出发,将大量匹配搜索过程从参考域转移到目的域中进行,由于在目的域只需进行简单的判断操作,因此可以大大降低整体的匹配复杂度;同时,算法充分利用场景的空间连贯性,通过为目的域制定自适应的绘制顺序,有效地减小了实际需要搜索的步长。实验表明,搜索转移算法简单有效,能极大地降低搜索复杂度95%以上,提高计算效率10倍左右。  相似文献   

3.
实时软影映射算法能够使用一张阴影映射图绘制出复杂动态场景的真实的软影效果.结合物体空间和图像空间的算法,提出一种在物体空间中提取面光源轮廓边的方法;然后利用面光源轮廓边的属性,提出一个在图像空间中确定轮廓边像素走向的方法;最后反投影拟合的轮廓边计算最终的几何可见性.实验结果表明,本文算法减少了提取轮廓边的消耗,提高了绘制效率;增加了拟合轮廓边的精度,提高了绘制效果.  相似文献   

4.
大型场景的动态绘制与实时交互成为当今图形学研究的热点 ,作为场景绘制前的关键部分的可见性判断日趋受到重视。本文提出了一种适合室外复杂地景可见性判断的快速算法 ,它具有有效的数据结构 ,能实现动态场景的快速更新 ,另外它通过有效利用地形高程数据的规则性特点 ,直接定位可能可见的地形块集合 ,提高了可见性判断的速度。另外还可将本算法同传统的基于BSP树和Z -Buffer的可见性判断方法相结合共同完成复杂室外场景的可见性判断。本算法已成功应用在多武器平台综合防空系统中地景实时显示部分中。  相似文献   

5.
构成大范围建筑群的几何面片中,每次成像的可见面片只占很少一部分,实时消隐技术正是针对此种情况的漫游场景进行简化的技术,本文利用实时消隐技术的视域剔除方法,减少漫游场景的多边形数目从而加速场景绘制,并在校园漫游系统中加以实践。  相似文献   

6.
基于图像序列的虚拟场景重建和漫游   总被引:3,自引:0,他引:3       下载免费PDF全文
基于图像的建模和绘制方法与基于传统的几何绘制方法相比有很多优点,但是在场景几何参数未知的情况下,要实现单幅图片和图像序列的漫游,难度很大.TIP(tour into a picture)技术使得在一幅图像中漫游成为可能.为了实现场景几何参数未知情况下的场景漫游,在对TIP技术进行扩展的基础上,提出了一种能够在未知视点路径的图像序列中实现场景漫游的方法.这种算法在相机未定标的情况下,不仅解决了图像序列建模和场景漫游过程中前后图像场景不能平滑过渡的问题,并且扩大了TIP中视线方向变化的动态范围,从而在保证图像质量的情况下,实现了由图像序列到场景的无限制漫游.实际图像序列的实验结果表明,该算法是有效的,具有实际应用价值.  相似文献   

7.
基于动态自适应空洞填补策略的快速消隐算法   总被引:1,自引:0,他引:1  
给出了一个新的基于动态支次屏幕空洞填补策略的快速消隐算法,算法首先对场景进行均匀剖分,记录位于每个景物节点中的面片,并初始化屏幕空洞,在绘制时,从视点出发,通过视域四棱锥快速查询得到可能可见景物节点,进而根据空洞大小及其深度值确定面片数目的阈值,动态自适应地得到裁剪面,然后用硬件Z-buffer的方法进行绘制,并在屏幕四叉树缓冲器中检测出层次控制,插入到空洞列表中,不断得复上述过程,直到远裁剪面到  相似文献   

8.
近年来,图像空间的线绘制技术在绘制质量和算法鲁棒性方面取得了长足的进步.但是,图像空间的线绘制算法不能生成特征线的空间几何信息,因而应用面不如物体空间的线绘制技术广泛.针对现有物体空间线绘制算法的绘制效果和绘制速度还远不如图像空间算法,提出一种物体空间线绘制算法.在预处理阶段,采用网格模型的高斯差分算子计算法向拉普拉斯;在实时绘制时,通过计算法向拉普拉斯与视线方向的点积,从而快速计算特征线的三维几何.在该算法框架下,进一步提出各向异性的高斯差分算子,在计算法向拉普拉斯时对于特征线的梯度方向和切线方向做不同的滤波处理,从而更好地反映特征线的走向.实验结果表明,文中算法比现有的其他物体空间线绘制算法更加鲁棒,对于包含几何噪声和非均匀网格化的三维模型,其生成的线绘制结果更加光顺,能更清晰地揭示模型的形状特征;在实时绘制效率方面,能实时生成包含上百万三角面片的网格模型的线绘制结果.  相似文献   

9.
基于图像的室内虚拟环境的研究   总被引:8,自引:0,他引:8  
基于图像的建模和绘制技术,提出了一个构造室内虚拟环境的完整方案,用户只需要输入少数照片,即可重建室内场景的全景图像,方案主要包括以下几点:首先由用户交互确定图像中的匹配象素,通过运动分析算法恢复整个场景的几何结构,然后,将原始图像变换至平面的参数坐标系,抽取纹理图像,并在参数空间对纹理图像进行拼接;最后生成场景的全景图像,算法对拍摄条件和设备没有苛刻要求,运算量较小,有较强的稳定性。  相似文献   

10.
图形消隐算法综述   总被引:4,自引:0,他引:4  
根据图形消隐的基本原理,慨述了当前在三维图形处理中最主要的物体空间消隐算法和图象空间消隐算法,对各种算法的优缺点和适用范围作了总结和比较。认为物体空间算法精度高,受设备的分辨率限制,适用于要求精密的工程应用领域;而图象空间算法生成的画面放大后往往不能令人满意,但由于它在光栅扫描过程中易于利用画面的连贯性,实现的效率往往更高。  相似文献   

11.
Interactive rendering of soft shadows (or penumbra) in scenes with moving objects is a challenging problem. High quality walkthrough rendering of static scenes with penumbra can be achieved using pre-calculated discontinuity meshes, which provide a triangulation well adapted to penumbral boundaries, and backprojections which provide exact illumination computation at vertices very efficiently. However, recomputation of the complete mesh and back-projection structures at each frame is prohibitively expensive in environments with changing geometry. This recomputation would in any case be wasteful: only a limited part of these structures actually needs to be recalculated. We present a novel algorithm which uses spatial coherence of movement as well as the rich visibility information existing in the discontinuity mesh to avoid unnecessary recomputation after object motion. In particular we isolate all modifications required for the update of the discontinuity mesh by using an augmented spatial subdivision structure and we restrict intersections of discontinuity surfaces with the scene. In addition, we develop an algorithm which identifies visibility changes by exploiting information contained in the planar discontinuity mesh of each scene polygon, obviating the need for many expensive searches in 3D space. A full implementation of the algorithm is presented, which allows interactive updates of high-quality soft shadows for scenes of moderate complexity. The algorithm can also be directly applied to global illumination.  相似文献   

12.
We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real‐time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis‐Hastings sampling and exhibits better temporal coherence of VPLs, which is particularly important for real‐time applications dealing with dynamic scenes. We evaluate the properties of the proposed method in the context of the algorithm based on imperfect shadow maps and compare it with the commonly used inverse transform method. The results indicate that the proposed technique can significantly reduce the temporal flickering artifacts even for scenes with complex materials and textures. Further, we propose a novel splatting scheme for imperfect shadow maps using hardware tessellation. This scheme significantly improves the rendering performance particularly for complex and deformable scenes. We thoroughly analyze the performance of the proposed techniques on test scenes with detailed materials, moving camera, and deforming geometry.  相似文献   

13.
A main challenge for today's renderers is the ever-growing size of 3D scenes, exceeding the capacity of typically available main memory. This especially holds true for graphics processing units (GPUs) which could otherwise be used to greatly reduce rendering time. A lot of the memory is spent on detailed geometry with mostly imperceptible influence on the final image, even in a global illumination context. Illumination-driven mesh reduction, a Monte Carlo–based global illumination simulation, steers its mesh reduction towards areas with low visible contribution. While this works well for preserving high-energy light paths such as caustics, it does have problems: First, objects casting shadows while not being visible themselves are not preserved, resulting in highly inaccurate shadows. Secondly, non-transparent objects lack proper reduction guidance since there is no importance gradient on their backside, resulting in visible over-simplification. We present a solution to these problems by extending illumination-driven mesh reduction with occluder information, focusing on their silhouettes as well as combining it with commonly used error quadrics to preserve geometric features. Additionally, we demonstrate that the combined algorithm still supports iterative refinement of initially reduced geometry, resulting in an image visually similar to an unreduced rendering and enabling out-of-core operation.  相似文献   

14.
采用GPU的遮挡查询功能提出了一种复杂场景的层次遮挡剔除算法,通过交替进行遮挡查询和可见节点的绘制,有效地减少了由于遮挡查询延迟造成的空闲等待时间.为了减少场景中不必要的遮挡测试,将遮挡查询问题描述为最优化决策问题,通过对每一帧遮挡查询的选择进行优化,能够使整个场景绘制的效率近似达到最优.实验结果表明,对于不同复杂度的场景,该算法可以明显地提高场景的绘制速度.  相似文献   

15.
Owing to its generality and efficiency.Cascaded Shadow Maps(CSMs) has an important role in real-time shadow rendering in large scale and complex virtual environments.However,CSMs suffers from redundant rendering problem—objects are rendered undesirably to different shadow map textures when view direction and light direction are not perpendicular.In this paper,we present a light space cascaded shadow maps algorithm.The algorithm splits a scene into non-intersecting layers in light space,and generates one shadow map for each layer through irregular frustum clipping and scene organization,ensuring that any shadow sample point never appears in multiple shadow maps.A succinct shadow determination method is given to choose the optimal shadow map when rendering scenes.We also combine the algorithm with stable cascaded shadow maps and soft shadow algorithm to avoid shadow flicking and produce soft shadows.The results show that the algorithm effectively improves the efficiency and shadow quality of CSMs by avoiding redundant rendering. and can produce high-quality shadow rendering in large scale dynamic environments with real-time performance.  相似文献   

16.
This paper presents a new distributed method for virtual Earth terrain tessellation on a graphics processing unit (GPU) for space simulator complexes. The method operates in real time in multi-object virtual scenes comprising up to two million polygons. A polygonal terrain model is constructed using triangle patches of different levels of detail on graphics cards with programmable tessellation. Patches of the same level of detail are calculated entirely on the GPU, in parallel and independently, by using a developed shader program written in the OpenGL Shading Language (GLSL). This paper also describes a patch extraction algorithm for visible Earth surface rendering and an algorithm for correcting the barycentric coordinates of tessellated patch vertices that allows triangles in the terrain model to be docked without geometric discontinuities. Based on the distributed methods and algorithms developed, a program complex for virtual Earth surface visualization was created and successfully tested. The proposed solution can also be employed in virtual environment systems, virtual labs, educational geo-applications, etc.  相似文献   

17.
Many 3D scenes (e.g. generated from CAD data) are composed of a multitude of objects that are nested in each other. A showroom, for instance, may contain multiple cars and every car has a gearbox with many gearwheels located inside. Because the objects occlude each other, only few are visible from outside. We present a new technique, Spherical Visibility Sampling (SVS), for real‐time 3D rendering of such – possibly highly complex – scenes. SVS exploits the occlusion and annotates hierarchically structured objects with directional visibility information in a preprocessing step. For different directions, the directional visibility encodes which objects of a scene's region are visible from the outside of the regions' enclosing bounding sphere. Since there is no need to store a separate view space subdivision as in most techniques based on preprocessed visibility, a small memory footprint is achieved. Using the directional visibility information for an interactive walkthrough, the potentially visible objects can be retrieved very efficiently without the need for further visibility tests. Our evaluation shows that using SVS allows to preprocess complex 3D scenes fast and to visualize them in real time (e.g. a Power Plant model and five animated Boeing 777 models with billions of triangles). Because SVS does not require hardware support for occlusion culling during rendering, it is even applicable for rendering large scenes on mobile devices.  相似文献   

18.
Global illumination effects are crucial for virtual plant rendering. Whereas real-time global illumination rendering of plants is impractical, ambient occlusion is an efficient alternative approximation. A tree model with millions of triangles is common, and the triangles can be considered as randomly distributed. The existing ambient occlusion methods fail to apply on such a type of object. In this paper, we present a new ambient occlusion method dedicated to real time plant rendering with limited user interaction. This method is a three-step ambient occlusion calculation framework which is suitable for a huge number of geometry objects distributed randomly in space. The complexity of the proposed algorithm is O(n), compared to the conventional methods with complexities of O(n^2). Furthermore, parameters in this method can be easily adjusted to achieve flexible ambient occlusion effects. With this ambient occlusion calculation method, we can manipulate plant models with millions of organs, as well as geometry objects with large number of randomly distributed components with affordable time, and with perceptual quality comparable to the previous ambient occlusion methods.  相似文献   

19.
An output-sensitive visibility algorithm is one whose runtime is proportional to the number of visible graphic primitives in a scene model—not to the total number of primitives, which can be much greater. The known practical output-sensitive visibility algorithms are suitable only for static scenes, because they include a heavy preprocessing stage that constructs a spatial data structure which relies on the model objects’ positions. Any changes to the scene geometry might cause significant modifications to this data structure. We show how these algorithms may be adapted to dynamic scenes. Two main ideas are used: first, update the spatial data structure to reflect the dynamic objects’ current positions; make this update efficient by restricting it to a small part of the data structure. Second, use temporal bounding volumes (TBVs) to avoid having to consider every dynamic object in each frame. The combination of these techniques yields efficient, output-sensitive visibility algorithms for scenes with multiple dynamic objects. The performance of our methods is shown to be significantly better than previous output-sensitive algorithms, intended for static scenes. TBVs can be adapted to applications where no prior knowledge of the objects’ trajectories is available, such as virtual reality (VR), simulations etc. Furthermore, they save updates of the scene model itself; notjust of the auxiliary data structure used by the visibility algorithm. They can therefore be used to greatly reduce the communications overhead in client-server VR systems, as well as in general distributed virtual environments.  相似文献   

20.
为了加速大规模虚拟场景的渲染速度,采用基于面向对象八叉树的方法对场景进行渲染。该方法将面向对象技术与传统八叉树技术相结合,采用面向对象八叉树剖分虚拟场景,对场景进行管理;将物体结构树的最小零部件作为最小存储单元,采用叶节点保存对象信息,减小树的存储量和处理时间,降低算法的计算负担;在面向对象八叉树的基础上,采用模型遮挡裁剪算法对位于视域范围内的模型进行遮挡裁剪,减小实际渲染的物体数量,提高渲染速率。通过对飞机虚拟维修场景进行渲染实验,证明了该方法的有效性。  相似文献   

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