共查询到18条相似文献,搜索用时 197 毫秒
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实时渲染(Real-Time rendering)是指通过计算机运算对图像数据进行实时计算与输出的过程,即所见即所得.目前,很多三维游戏大多都是通过对游戏引擎的优化进行实时渲染,此技术的引进可以让游戏画面、虚拟现实画面、艺术装置画面等跟随体验者实现改变,让体验者在不同画面场景中获得与现实世界高度相似的感受.与电影领域离线渲染不同,此技术注重对显卡的运算能力,并非传统的中央处理器.当下阶段的技术条件,实时渲染技术的影响质量难以达到电影特效与动画行业的主流渲染工具带来的效果.基于此,本文从动画电影、动画短片的实时渲染技术为切入点,对实时渲染技术在动画制作流程中的应用进行研究,并总结此技术未来的发展趋势与展望. 相似文献
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提出了一种基于GPU的水面实时模拟方法。该方法不依赖于噪声图,而实现了实时的水波生成、折射和反射效果的菲涅耳合成以及水面光照模型的计算。利用GPU在片段处理前的光栅化处理,该方法渲染负荷不会因水面大小和精度而增大。且依赖GPU的高速计算能力,方法可以达到实时。 相似文献
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图像渲染在电影、动漫的后期制作过程中起着非常重要的作用,渲染速度一直是困扰后期制作各个阶段的问题。GPU图形处理芯片的应用使渲染速度有了根本的改变。本文介绍了GPU的发展以及其推动图形处理技术应用的历程。通过对GPU辅助渲染软件furryBall的测试,对比了CPU和GPU的渲染效果,同时也指出furryBall软件现行版尚待改进的不足。 相似文献
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《中国新技术新产品》2022,(1)
3D游戏引擎及动画渲染技术是虚拟动画或影视动画制造的主要工具。该文简单介绍了游戏动画渲染技术的概念,从系统模块、底层渲染模块、数据存储模块、控制台模块以及游戏接口模块等方面介绍了3D游戏引擎的构架,并进一步对Unity引擎参与CF大动画、Cartoon CG卡通渲染等3D游戏动画渲染技术的应用进行分析,希望为3D游戏引擎构架及游戏动画渲染技术的应用提供相应的参考。 相似文献
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Naira Elazab Shaker El-Sappagh Ahmed Atwan Hassan Soliman Mohammed Elmogy Louai Alarabi Nagham Mekky 《计算机、材料和连续体(英文)》2021,67(2):1915-1926
Realism rendering methods of outdoor augmented reality (AR) is an interesting topic. Realism items in outdoor AR need advanced impacts like shadows, sunshine, and relations between unreal items. A few realistic rendering approaches were built to overcome this issue. Several of these approaches are not dealt with real-time rendering. However, the issue remains an active research topic, especially in outdoor rendering. This paper introduces a new approach to accomplish reality real-time outdoor rendering by considering the relation between items in AR regarding shadows in any place during daylight. The proposed method includes three principal stages that cover various outdoor AR rendering challenges. First, real shadow recognition was generated considering the sun’s location and the intensity of the shadow. The second step involves real shadow protection. Finally, we introduced a shadow production algorithm technique and shades through its impacts on unreal items in the AR. The selected approach’s target is providing a fast shadow recognition technique without affecting the system’s accuracy. It achieved an average accuracy of 95.1% and an area under the curve (AUC) of 92.5%. The outputs demonstrated that the proposed approach had enhanced the reality of outside AR rendering. The results of the proposed method outperformed other state-of-the-art rendering shadow techniques’ outcomes. 相似文献
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3D非均匀直线网格GPU体绘制方法研究 总被引:1,自引:0,他引:1
计算机图形硬件技术的快速发展可以用来加速可视化过程,为此针对非均匀直线网格,给出了基于均匀辅助网格的CPU光线投射算法、基于辅助纹理的GPU光线投射算法,以及基于切片的3D纹理体绘制算法,并在Nvidia Geforce 6800GT图形卡上对这些算法进行了测试。结果表明,GPU算法远远快于CPU算法,而基于切片的3D纹理体绘制算法则快于GPU光线投射算法。 相似文献
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基于曲率的体绘制十分有用,它可以帮助科学家分析数据特征,设计新的数学模型.论文在GPU上实现了基于B样条滤波和基于线性滤波的按需计算导数、曲率和光照效果的GPU光线投射方法.实验结果表明,按需计算方法大大加速了基于B样条滤波的GPU光线投射方法的绘制速度;线性滤波方法绘制速度快于B样条滤波的方法;基于B样条滤波的方法绘制质量更高;可以利用线性滤波的方法交互选择相机设置、转换函数和曲率函数,突出感兴趣的特征,然后用基于B样条滤波的方法绘制高质量的图像. 相似文献
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通过分析水彩画基本技法理论,并结合水彩风景画技法在各种设计效果图中的应用实例,论述了艺术设计各专业的手绘效果图如何采用水彩风景画技法进行描绘应用等问题。在此基础上,通过论证掌握水彩风景画的表现技法和色彩能使手绘效果图的绘制更生动、快速、准确,提高设计效果图绘制的效率和质量;来探讨水彩风景画技法在手绘效果图方面的应用及手绘效果图的未来发展。 相似文献
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Kevin R. Tubbs Frank T.‐C. Tsai 《International journal for numerical methods in engineering》2011,86(3):316-334
A lattice Boltzmann method (LBM) for solving the shallow water equations (SWEs) and the advection–dispersion equation is developed and implemented on graphics processing unit (GPU)‐based architectures. A generalized lattice Boltzmann equation (GLBE) with a multiple‐relaxation‐time (MRT) collision method is used to simulate shallow water flow. A two‐relaxation‐time (TRT) method with two speed‐of‐sound techniques is used to solve the advection–dispersion equation. The proposed LBM is implemented to an NVIDIA ® Computing Processor in a single GPU workstation. GPU computing is performed using the Jacket GPU engine for MATLAB ® and CUDA. In the numerical examples, the MRT‐LBM model and the TRT‐LBM model are verified and show excellent agreement to exact solutions. The MRT outperforms the single‐relaxation‐time (SRT) collision operator in terms of stability and accuracy when the SRT parameter is close to the stability limit of 0.5. Mass transport with velocity‐dependent dispersion in shallow water flow is simulated by combining the MRT‐LBM model and the TRT‐LBM model. GPU performance with CUDA code shows an order of magnitude higher than MATLAB‐Jacket code. Moreover, the GPU parallel performance increases as the grid size increases. The results indicate the promise of the GPU‐accelerated LBM for modeling mass transport phenomena in shallow water flows. Copyright © 2010 John Wiley & Sons, Ltd. 相似文献
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为了解决传声器阵列用于声场分析时的精确且快速声成像的技术难题,提出了一种利用图像处理器(Graphics Processing Unit,GPU)的通用计算技术实现快速声成像算法。可控响应功率算法是广泛应用的一种声源定位算法,但计算量巨大,阻碍了它在实际场合中的应用。通过将可控响应功率算法进行任务分解及线程映射,实现了利用计算统一设备架构实现的基于GPU的可控响应功率声源成像定位算法,在特定阵元通道数和信号长度情况下,与基于CPU的声源定位计算方法相比,综合计算效率提高了约20倍,并将其成功地应用于平面螺旋阵的声成像应用中,实现了实时声成像定位。 相似文献
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Marichal-Hernández JG Rodríguez-Ramos LF Rosa F Rodríguez-Ramos JM 《Applied optics》2005,44(35):7587-7594
To achieve the wavefront phase-recovery stage of an adaptive-optics loop computed in real time for 32 x 32 or a greater number of subpupils in a Shack-Hartmann sensor, we present here, for what is to our knowledge the first time, preliminary results that we obtained by using innovative techniques: graphical processing units (GPUs) and field-programmable gate arrays (FPGAs). We describe the stream-computing paradigm of the GPU and adapt a zonal algorithm to take advantage of the parallel computational power of the GPU. We also present preliminary results we obtained by use of FPGAs on the same algorithm. GPUs have proved to be a promising technique, but FPGAs are already a feasible solution to adaptive-optics real-time requirements, even for a large number of subpupils. 相似文献