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1.
高级照明技术是3DS MAX中提供的渲染功能,能够通过计算场物体彼此照明的相互影响来创建更为真实的照明环境。高级照明技术包含了光线跟踪(raytrace)和光能传递(radiosity)两种照明算法。光跟踪器能为明亮场景提供边缘柔和的阴影和颜色渗出,它通常用于模拟环境日光的天光对象。光能传递计算场景中所有曲面的强度,比光跟踪器更精确。文章主要讨论3DS MAX中光跟踪器和光能传递的基本工作原理、使用方法及经验。  相似文献   

2.
孙鑫  周昆  石教英 《软件学报》2008,19(4):1004-1015
现有的基于预计算的全局光照明绘制算法都假设场景中物体的材质固定不变,这样,从入射光照到出射的辐射亮度之间的传输变换就是线性变换.通过对这种线性变换的预计算,可以在动态光源下实现全局光照明的实时绘制.但是,当材质可以改变时,这种线性变换不再成立,因此,现有算法无法直接用于动态材质的场景.提出了一种方法:在修改场景中的物体材质时,可以实时得到场景在直接光照和间接光照下的绘制效果.将最终到达视点的辐射亮度根据其之前经过的反射次数及相应的反射材质分为多个部分,每个部分和先后反射的材质的乘积成正比,从而把该非线性问题转化为线性问题.又将所有可选的材质都表示为一组基的线性组合.将这组基作为材质赋予场景中的物体,就有各种不同的组合方式,预计算每种组合下所有部分的出射辐射亮度.在绘制时,根据各物体材质投影到基上的系数线性组合预计算的数据就能实时得到最终的全局光照明的绘制结果.该方法适用于几何场景、光照和视点都不发生变化的场景.使用双向反射分布函数来表示物体的材质,不考虑折射或者半透明的情况.该实现最多包含两次反射,并可以实时绘制得到一些很有趣的全局光照明效果,比如渗色、焦散等等.  相似文献   

3.
提出了一种实时全局光照的计算方法。该方法支持任意视点下动态光源的一次间接光照计算,并且物体表面材质可实时编辑,该算法预计算了各面片上的形状因子来解决遮挡问题,并记录形状因子较大的重要性面片作为间接光源。渲染时先从光源方向对场景记录了一个扩展的阴影图,包含了光源照射到的面片ID和其光通量,再根据采样好的间接光源来计算间接光照。使用CUDA,整个光照计算过程在GPU中完成,可以对静态场景进行实时渲染,并能达到逼真的渲染效果。  相似文献   

4.
辐照度环境纹理图是绘制任意光照环境下漫反射物体表面的一种有效的方法。为了实现动态光照环境下辐照度环境纹理图的实时绘制,基于当前的通用图形硬件,提出了一种采用顶点着色器快速计算辐照度环境纹理图的方法。该方法从分析球面调和函数入手,首先得出环境贴图的二次多项式表达形式;然后用顶点着色程序对多项式系数和球面调和函数进行加速计算,以快速生成辐照度环境纹理图;最后对于动态光照环境,则通过对环境纹理图的分级细化来加快光照系数的计算,进而实现了动态光照环境下辐照度环境纹理图的重新绘制。实验表明,在动态光照条件下,采用该方法在获取真实感光照效果的同时,其运算速度也能满足交互系统的需求。  相似文献   

5.
空间动态可变材质的交互式全局光照明绘制   总被引:1,自引:1,他引:0  
孙鑫  周昆  石教英 《软件学报》2008,19(7):1783-1793
提出了一种空间动态可变材质的交互式全局光照明绘制算法.如果在绘制过程中允许用户对物体的材质作修改,并且对一个物体的不同部分的材质作不同的修改,则称为空间动态可变材质.由于最终出射的辐射亮度和材质呈非线性关系,因此现有许多交互式全局光照明算法不允许用户修改物体的材质.如果一个物体各部分的材质可以不相同,那么材质对最终的出射的辐射亮度的影响更为复杂,目前没有任何交互式全局光照明绘制算法能够在绘制过程中对一个物体不同部分的材质作不同的修改.将一个空间动态可变材质区域划分成许多子区域来近似模拟,每个子区域内部材质处处相同.光在场景传播过程中可能先后被不同的子区域反射,并以此将最终出射的辐射亮度分为许多部分.用一组基材质来线性表示所有的材质,这组基材质被赋予场景中的所有子区域,从而得到不同的基材质的分布.预计算所有这些基材质分布下的各部分最终出射的辐射亮度.绘制时根据各子区域材质在基材质上的系数组合相应的预计算数据,就能交互式绘制全局光照明效果.  相似文献   

6.
提出一种基于蒙特卡洛积分,利用半球谐函数对光滑平面进行的快速全局照明计算方法。该方法通过在光滑平面上的辐亮度进行取样,然后把其放进高速缓存器中,经过计算再对其它点进行插值。为了提高计算速度,物体表面的入射辐亮度被半球谐化,并且物体表面的双向反射率分布函数也被定义成两个半球面上的笛卡儿积。插值时,利用梯度方向插值,并且用了一种简便的方法来计算一个点的梯度。该方法能极大提高了全局照明的计算速度。这对于照明工程、高质量的动画制作及虚拟现实等领域都具有非常广阔的应用前景。  相似文献   

7.
提出了一种全局光照计算方法,结合了两个知名的技术,光子映射和辐照度缓存.光子映射具有视点无关的优势,辐照度缓存可以快速计算间接光照,但后者是视点相关的,为了使光照缓存记录覆盖整个场景,辐照度缓存算法需要手动设置很多相机.利用这两种技术的各自优势,通过光子图来计算改进后的视点无关的辐照度缓存算法,实现了快速而准确的全局光...  相似文献   

8.
汪波  李毅 《计算机应用》2010,30(12):3298-3300
为了在大规模场景中渲染出高效率和高真实感的全局光照效果,以图形处理器(GPU)渲染管线流程为可编程基础,利用球面和谐函数进行解码,并且在预计算过程中通过使用小波重建高频部分的信号,来解决预计算辐射传递(PRT)计算过程中丢失掉的高频信号,以免丢失细节变化。在实时渲染全局光照过程中,利用大规模场景的可见性信息进行自适应的细分,使得绘制效率提高。实验结果表明该方法在仿真系统下能够高效真实地渲染出全局光照效果,有较高的绘制效率和真实感。  相似文献   

9.
提出一种新的蒙特卡洛光线跟踪计算方法.该方法利用半球谐基函数对入射光线正交化,利用两个半球上的笛卡儿积来定义物体表面的双向反射率分布函数.对光滑平面上的辐亮度进行取样,然后把其放进高速缓存器中,经过计算再对其它点进行插值.插值时,利用梯度方向插值,并且用了一种简便的方法来计算一个点的梯度.该方法能极大地提高全局照明的计算速度.该方法对于照明工程,高质量的电影动画及游戏制作及虚拟现实等领域都具有非常广阔的应用前景.  相似文献   

10.
准确的辐照度预测是光伏发电系统预测输出功率的关键,而辐照度受纬度、天气类型、海拔等因素的影响巨大,不同地区差异较大;目前对辐照度的短时预测研究中复杂的气象数据获取难度大,因此提出了一种利用便于获取气象数据进行辐照度短时预测的简单方法;根据武汉市特有的地理位置特点,将天气类型分为四类,将环境监测仪实时测量的温度、辐照度数据及不同时刻的太阳高度角作为网络的输入,用多变量BP神经网络模型对05:00到20:00时的每小时辐照度进行短期预测;将得到的预测结果与仅用历史辐照度数据作为输入得到的预测结果进行对比,该模型准确性有很大的提高;最终以持续性方法为基准得出预测技能;结果显示该模型在A、B类天气时预测技能均在0.75以上,大部分分布在0.80~0.85,表明该模型在仅利用便于获取的气象信息的基础上能够较准确地对短时辐照度进行预测。  相似文献   

11.
This paper introduces a caching technique based on a volumetric representation that captures low-frequency indirect illumination. This structure is intended for efficient storage and manipulation of illumination. It is based on a 3D grid that stores a fixed set of irradiance vectors. During preprocessing, this representation can be built using almost any existing global illumination software. During rendering, the indirect illumination within a voxel is interpolated from its associated irradiance vectors, and is used as additional local light sources. Compared with other techniques, the 3D vector-based representation of our technique offers increased robustness against local geometric variations of a scene. We thus demonstrate that it may be employed as an efficient and high-quality caching data structure for bidirectional rendering techniques such as particle tracing or photon mapping.  相似文献   

12.
The appearance of an inhomogeneous translucent material depends substantially on its volumetric variations and their effects upon subsurface scattering. For efficient rendering that accounts for both surface mesostructures and volumetric variations of such materials, shell texture functions have precomputed irradiance within a volume with respect to incoming illumination, but even with this irradiance data a fair amount of runtime computation is still required. Rather than precompute volume irradiance, we introduce the shell radiance texture function (SRTF), which relates incoming illumination more directly to outgoing surface radiance by representing a set of subsurface transport components from which surface radiance can be calculated without ray marching or runtime evaluation of dipole diffusion. Using this precomputed SRTF information, inhomogeneous objects can be rendered in real time with distant local lighting or global lighting.  相似文献   

13.
Irradiance Caching is one of the most widely used algorithms to speed up global illumination. In this paper, we propose an algorithm based on the Irradiance Caching scheme that allows us (1) to adjust the density of cached records according to illumination changes and (2) to efficiently render the high‐frequency illumination changes. To achieve this, a new record footprint is presented. Although the original method uses records having circular footprints depending only on geometrical features, our record footprints have a more complex shape which accounts for both geometry and irradiance variations. Irradiance values are computed using a classical Monte Carlo ray tracing method that simplifies the determination of nearby objects and the pre‐computation of the shape of the influence zone of the current record. By gathering irradiance due to all the incident rays, illumination changes are evaluated to adjust the footprint’s records. As a consequence, the record footprints are smaller where illumination gradients are high. With this technique, the record density depends on the irradiance variations. Strong variations of irradiance (due to direct contributions for example) can be handled and evaluated accurately. Caching direct illumination is of high importance, especially in the case of scenes having many light sources with complex geometry as well as surfaces exposed to daylight. Recomputing direct illumination for the whole image can be very time‐consuming, especially for walkthrough animation rendering or for high‐resolution pictures. Storing such contributions in the irradiance cache seems to be an appropriate solution to accelerate the final rendering pass.  相似文献   

14.
由于太阳辐照度的随机波动特性,大型光伏发电并网会给电力系统的运行带来极大困难,光伏发电功率的预测是解决此问题的关键措施之一.提出了一种基于多层小波分解的太阳辐照度预测方法,首先,根据天气状态将每日的辐照度曲线划分为不同的波动模式;然后针对不同天气下的波动模式分别建立预测模型,使用多层小波分解后的数据预测第二天连续24小时的辐照度值;最后建立基于数据驱动的融合模型,将不同天气模式下的辐照度多层小波分解预测值进行融合,以获得最终的辐照度预测结果.仿真结果表明辐照度预测结果精度与小波分解层数和天气模式高度相关,且所提算法能够有效提高短期辐照度预测精度.  相似文献   

15.
We propose a method for rendering volumetric data sets at interactive frame rates while supporting dynamic ambient occlusion as well as an approximation to color bleeding. In contrast to ambient occlusion approaches for polygonal data, techniques for volumetric data sets have to face additional challenges, since by changing rendering parameters, such as the transfer function or the thresholding, the structure of the data set and thus the light interactions may vary drastically. Therefore, during a preprocessing step which is independent of the rendering parameters we capture light interactions for all combinations of structures extractable from a volumetric data set. In order to compute the light interactions between the different structures, we combine this preprocessed information during rendering based on the rendering parameters defined interactively by the user. Thus our method supports interactive exploration of a volumetric data set but still gives the user control over the most important rendering parameters. For instance, if the user alters the transfer function to extract different structures from a volumetric data set the light interactions between the extracted structures are captured in the rendering while still allowing interactive frame rates. Compared to known local illumination models for volume rendering our method does not introduce any substantial rendering overhead and can be integrated easily into existing volume rendering applications. In this paper we will explain our approach, discuss the implications for interactive volume rendering and present the achieved results.  相似文献   

16.
MODIS卫星数据地表反照率反演的简化模式   总被引:10,自引:0,他引:10  
以内蒙西部地区的MODIS遥感图像数据和地表野外同步观测的光谱数据为例,在野外数据量较少且有定标数据的条件下反演地表反照率。使用6S大气1辐射传输模型进行大气校正,并通过MODTRAN4.0模型获取各波段地表入射光通量和窄波段的地表反照率;在窄波段反照率与宽波段反照率之间存在线性关系的前提下,以各波段的入射光通量占总入射通量的比例作为反演参数,实现窄波段到宽波段的反演。反演结果证明此方法简便可行。  相似文献   

17.
Vision in scattering media is important but challenging. Images suffer from poor visibility due to backscattering and attenuation. Most prior methods for scene recovery use active illumination scanners (structured and gated), which can be slow and cumbersome, while natural illumination is inapplicable to dark environments. The current paper addresses the need for a non-scanning recovery method, that uses active scene irradiance. We study the formation of images under widefield artificial illumination. Based on the formation model, the paper presents an approach for recovering the object signal. It also yields rough information about the 3D scene structure. The approach can work with compact, simple hardware, having active widefield, polychromatic polarized illumination. The camera is fitted with a polarization analyzer. Two frames of the scene are taken, with different states of the analyzer or polarizer. A recovery algorithm follows the acquisition. It allows both the backscatter and the object reflection to be partially polarized. It thus unifies and generalizes prior polarization-based methods, which had assumed exclusive polarization of either of these components. The approach is limited to an effective range, due to image noise and illumination falloff. Thus, the limits and noise sensitivity are analyzed. We demonstrate the approach in underwater field experiments.  相似文献   

18.
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