首页 | 官方网站   微博 | 高级检索  
相似文献
 共查询到19条相似文献,搜索用时 125 毫秒
1.
温佩芝  朱立坤  黄佳 《计算机应用》2016,36(10):2842-2848
针对具有半透明特性玉石的真实感渲染问题,提出一种利用高光层、漫反射层、透射层三层光照模型叠加的解决方法。首先对散射层结合漫反射剖面来模拟半透明玉石的次表面散射效果,提出一种可改变漫反射剖面的散射方法,表达不同种类玉石漫反射剖面的特点;然后对透射层利用预计算的本地厚度贴图结合高斯线性和,实现基于表面厚度光的透射效果,再在能量守恒的基础上与基于微平面的高光反射项进行叠加,得到一个基于三层光照模型的真实感半透明材质表现。实验结果表明,所提出的方法能实现不同种类半透明玉石真实感渲染,且在片面数达160万时可保证30帧/秒的实时效率。  相似文献   

2.
针对当前蝴蝶彩色效果绘制方法的真实感问题,提出一种应用薄膜干涉模型的真实感绘制方法.首先根据蝴蝶表面脊突结构构造多层薄膜模型;然后利用多层薄膜干涉原理模拟光在薄膜内部的多次反射、透射形成的混合散射特性,其中,菲涅尔公式被引入以解释反射或透射波的幅值变化,微表面散射因子被创造性地引入来模拟蝴蝶粗糙表面的各向异性特性;最后通过全波长光谱建模增强干涉效果,在此基础上还将该算法与光线追踪渲染框架相结合,构建了可应用于光线追踪器的波动双向散射分布函数干涉模型,以精确地模拟光的幅值和相位变动.实验结果表明,该模型能够有效地绘制出较为逼真的蝴蝶彩色效果.  相似文献   

3.
为了渲染虚拟数字人体各部位材质的特性,增加虚拟数字人仿真渲染的艺术表现力,提出了结合卡通渲染艺术表现力与仿真渲染材质特性的渲染方法。使用改进的Kajiya光照模型实现具有卡通风格和物理特性的头发渲染,利用有向距离场技术制作面部阴影贴图控制面部阴影的卡通化形状,运用视差贴图技术和材质捕获技术模拟眼球的折射和反射现象,使用色调映射技术模拟皮肤的次表面散射、散射光漫反射和皮肤的边缘透光效果,实现虚拟数字人重点部位的实时卡通渲染。实验结果表明,结合仿真渲染材质特性的卡通渲染方法能够实现虚拟数字人的实时渲染,同时能够兼顾材质真实特性与艺术效果。  相似文献   

4.
由于树干是有耗媒质, 所以其散射特性极为复杂, 而在较为稠密的丛林中, 相邻树干之间更会产生二次散射, 这时研究相邻树干的散射特性对目标的识别与跟踪有重要意义, 因此本文构建非独立模型以研究树干的散射特性. 即用有限长介质圆柱模拟实际树干, 建立相邻两树干的散射模型, 通过计算其电磁散射特性研究两树干之间的二次散射; 文中介绍了仿真时的激励源, 边界条件的选取及建模和仿真过程; 给出了两树干不同距离下散射波幅值的变化, 入射波不同角度入射引起的RCS起伏, 并跟独立树干的幅值及RCS变化进行对比, 得到感  相似文献   

5.
光在组织中传播与组织的光学性质有关。本文利用带有积分球的分光光度计探测了组织的反射率、漫反射率和透射率、并进行了人体肿瘤组织与正常组织漫反射特性的研究。其结论是:(1)肿瘤组织与正常组织相比,肿瘤组织的反射和透射率在300~400nm有明显的变异;(2)肿瘤组织的漫反射率低于正常组织;(3)肿瘤组织的恶性程度越高,300~400nm的反射率越大,而漫反射率越小。本文还对上述实验结论作了分析。  相似文献   

6.
提出了SAR遥感数据的二维周期介质半空间理论模型。由于二维周期介质中电磁场的特征向量并不限于入射场的极化方向,因此可以考虑同种极化和交叉极化的散射。模型参数简单,适用范围广,数值模拟结果能较全面地反映多波段、多极化SAR遥感数据的特性。特别适合于利用种类比较有限的SAR遥感数据的地物参数反演问题。  相似文献   

7.
提出了 SAR遥感数据的二维周期介质半空间理论模型。由于二维周期介质中电磁场的特征向量并不限于入射场的极化方向 ,因此可以考虑同种极化和交叉极化的散射。模型参数简单 ,适用范围广 ,数值模拟结果能较全面地反映多波段、多极化 SAR遥感数据的特性。特别适合于利用种类比较有限的 SAR遥感数据的地物参数反演问题  相似文献   

8.
为了快速获取物体表面反射属性数据和三维几何数据,研制了一套包括相机、光源、三维扫描仪、控制系统等的物体表面反射属性数据采集系统,在此基础上,提出一种单材质物体表面反射属性建模方法.该方法根据物体反射特性对漫反射与镜面反射分别建模,能够逼真地构造出物体表面反射属性模型,并且保证了参数求解的稳定性.最后设计并实现了反射属性模型编辑工具.实验结果表明,利用该编辑工具可以实时、可视地调整模型参数,从而满足用户对反射属性模型编辑的需求.  相似文献   

9.
针对粉尘附着于植被表面干扰植被光谱信息的纯洁性,从而影响植被正常遥感监测和管理问题,提出一种基于Hapke双层散射模型对滞尘叶片反射光谱进行正演仿真模拟的方法,为定量剔除粉尘对植被光谱的干扰奠定理论基础。通过设定粉尘粒径、堆积密度等物理参数定量模拟滞尘叶片反射光谱,再利用实际测得的反射光谱评价模型模拟精度,从而实现滞尘叶片反射光谱的高精度正演模拟。研究表明:随着粉尘沉积质量的增加,Hapke双层散射模型得到的理论误差呈先增大后减小的趋势,最终理论值和实验值接近一致;在不同波段模拟反射光谱误差影响不一,其中近红外波段误差最大;模型模拟的反射光谱曲线与实验光谱曲线拟合精度高达95%,反射率偏差值控制在5%以内,模拟精度较高。  相似文献   

10.
姜敏敏  张业荣 《测控技术》2016,35(10):129-132
为了得到超宽带信号的后向电磁散射特性,提出利用计算电磁学中的色散介质FDTD方法解决该问题.首先利用Diamond-Square分形算法生成随机粗糙面,容易控制地形高程差和起伏程度,然后采用类似MIMICS森林散射模型的介质分层方法模拟小麦植被,从而模拟了三维平原小麦地场景,最后对截取的二维场景进行了S波段后向散射特性电磁仿真.仿真结果和参考文献的实验结果基本吻合,接近实际情况,证明了所提算法的有效性.  相似文献   

11.
Separating reflection components based on chromaticity and noise analysis   总被引:2,自引:0,他引:2  
Many algorithms in computer vision assume diffuse only reflections and deem specular reflections to be outliers. However, in the real world, the presence of specular reflections is inevitable since there are many dielectric inhomogeneous objects which have both diffuse and specular reflections. To resolve this problem, we present a method to separate the two reflection components. The method is principally based on the distribution of specular and diffuse points in a two-dimensional maximum chromaticity-intensity space. We found that, by utilizing the space and known illumination color, the problem of reflection component separation can be simplified into the problem of identifying diffuse maximum chromaticity. To be able to identity the diffuse maximum chromaticity correctly, an analysis of the noise is required since most real images suffer from it. Unlike existing methods, the proposed method can separate the reflection components robustly for any kind of surface roughness and light direction.  相似文献   

12.
The image of an opaque object is created by observing the reflection of the light incident on its surface. The dichromatic reflection model describes the surface reflection as the sum of two components, diffuse and specular terms. The specular reflection component is usually strong in its intensity and polarized significantly compared to the diffuse components. On the other hand, the intensity of the diffuse component is weak and it tends to be unpolarized except near occluding contours. Thus, the observation of an object through a rotating polarizer approximately yields images containing constant diffuse component and specular component of different intensity. In this paper, we show that diffuse and specular components of surface reflection can be separated as two independent components when we apply independent component analysis to the images observed through a polarizer of different orientations. We give a separation simulation of artificial data and also give some separation results of real scenes.  相似文献   

13.
We present a novel appearance model for paper. Based on our appearance measurements for matte and glossy paper, we find that paper exhibits a combination of subsurface scattering, specular reflection, retroreflection, and surface sheen. Classic microfacet and simple diffuse reflection models cannot simulate the double‐sided appearance of a thin layer. Our novel BSDF model matches our measurements for paper and accounts for both reflection and transmission properties. At the core of the BSDF model is a method for converting a multi‐layer subsurface scattering model (BSSRDF) into a BSDF, which allows us to retain physically‐based absorption and scattering parameters obtained from the measurements. We also introduce a method for computing the amount of light available for subsurface scattering due to transmission through a rough dielectric surface. Our final model accounts for multiple scattering, single scattering, and surface reflection and is capable of rendering paper with varying levels of roughness and glossiness on both sides.  相似文献   

14.
A new shading model for curve light sources is presented. It accounts for both diffuse reflection and specular reflection of the illuminated surface. By regarding a linear light source as a directional quadrilateral light source with very small width, a simple formula is derived first for calculating the diffuse reflection component due to the illumination of the linear segment. The diffuse reflection of the surface by direct illumination of a curve light source is then evaluated by approximating the curve light with a series of linear segments. The specular reflection component due to a curve light source is represented by an integration taking Phong's specular model as the kernel and evaluated by summing the contributions from the linear segments. Finally, an efficient shadow detection algorithm for curve light sources is proposed. The images rendered with the shading model are very photo-realistic.  相似文献   

15.
An angular composite model (ACM) is applied to analyse the bistatic scattering from two-dimensional sea surfaces. When the local scattered angle lies in the specular region, Kirchhoff approximation (KA) is used to evaluate the specular reflection, which predominates the total scattering in this region; the small perturbation method (SPM) is employed to deal with the diffuse reflection dominated by small roughness, as the local scattered angle is situated out of the specular region. This avoids dwelling on the tough question about how to choose the proper cut-off wave number like in the well-known two-scale model (TSM). Numerical illustrations are carried out for bistatic scattering coefficients versus wind speed, incident angle, incident frequency and polarization state, respectively. The comparison of numerical results of the ACM and other experimental and theoretical models in several configurations shows that the ACM is robust to give accurate numerical evaluations for bistatic scattering of rough sea surfaces.  相似文献   

16.
A new method is described to estimate diffuse and specular reflectance parameters using spectral images, which overcomes the dynamic range limitation of imaging devices. After eliminating the influences of illumination and camera on spectral images, reflection values are initially assumed as diffuse-only reflection components, and subjected to the least squares method to estimate diffuse reflectance parameters at each wavelength on each single surface particle. Based on the dichromatic reflection model, specular reflection components are obtained, and then subjected to the least squares method to estimate specular reflectance parameters for gloss intensity and surface roughness. Experiments were carried out using both simulation data and measured spectral images. Our results demonstrate that this method is capable of estimating diffuse and specular reflectance parameters precisely for color and gloss reproduction, without requiring preprocesses such as image segmentation and synthesis of high dynamic range images.  相似文献   

17.
基于彩色图像中的色调信息不易受到镜面反射干扰这一事实,文中提出基于色调约束的镜面反射分离算法.首先,利用图像的色调信息对图像进行聚类.再计算像素色度与照明色度的距离,求得漫反射和镜面反射的融合系数.同时,为了让像素聚类免受噪声干扰,对融合系数执行双边滤波操作.最后,根据已求得的融合系数,得到消除镜面反射后的漫反射图像.实验表明,文中算法能在有效去除镜面反射的同时保留图像的细节与边缘信息,在对自然高光图像的处理中也取得较佳的视觉效果.  相似文献   

18.
Environment Mapping and Other Applications of World Projections   总被引:10,自引:0,他引:10  
Various techniques have been developed that employ projections of the world as seen from a particular viewpoint. Blinn and Newell introduced reflection mapping for simulating mirror reflections on curved surfaces. Miller and Hoffman have presented a general illumination model based on environment mapping. World projections have also been used to model distant objects and to produce pictures with the fish-eye distortion required for Omnimax frames. This article proposes a uniform framework for representing and using world projections and argues that the best general-purpose representation is the is projection onto a cube. Surface shading and texture filtering are discussed in the context of environment mapping, and methods are presented for obtaining diffuse and specular surface illumination from prefiltered environment maps. Comparisons are made with ray tracing, noting that two problems with ray tracing?obtaining diffuse reflection and antialiasing specular reflection?can be handled effectively by environment mapping.  相似文献   

19.
Standard texture mapping hardware enables rapid rendering of color mapped surfaces with interpolated surface shading. New algorithms extend this to bump mapping, Phong shading, and reflection mapping. We first introduce the bidirectional reflectance function we wish to optimize, split into diffuse, specular and environment terms. Casting the diffuse term as a table lookup, we introduce lighting tables and efficient ways to compute them for distant lights. We also revisit the geometry of bump mapping, extending Blinn's (1978) results. We consider caching intermediate results for rendering animated rigid bodies, generalizing this to animated surfaces using a technique called parametric rasterization. Finally, we describe efficient reflection mapping and discuss implications for bump-mapped surfaces. We present a fast method for rendering Phong highlights and discuss a special case of a planar surface with simulated water ripples  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司    京ICP备09084417号-23

京公网安备 11010802026262号