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半透明材质在Mental Ray中的实现 被引量:1

Translucent Material Implementation in Mental Ray
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摘要 基于Henrik Wann Jensen的SSS数学模型Single Scattering,在Mental Ray下编写shader实现半透明效果,并在实现中对其运算速度、可控性做分析和调整。最终得到玉石质地模拟的良好效果,真实感极强。 Nowadays translucent material is a hotspot in the computer graphics. This paper realizes the translucent shader under Mental Ray based on the single scattering of Henrik Wann Jensen's SSS mathematical model, analyzes and modulates its operation speed and control ablitity, and shows the final rendered result in the end, which is pretty good and realistic in rendering jade or so.
出处 《微计算机应用》 2006年第4期474-477,共4页 Microcomputer Applications
关键词 半透明SSS SINGLE SCATTERING MENTAL RAY SHADER Translucent, SSS, Single Scattering, Mental Ray, Shader
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参考文献6

  • 1mental ray User Manual for version 2.1,3.0,3.1
  • 2Henrik Wann Jensen.A Practical Model for Subsurface Light Transport.Proceedings of SIGGRAPH.2001,511~518
  • 3Kalle Koutajoki.BSSRDF (Bidirectional Surface Scattering Distribution Function).HELSINKI UNIVERSITY OF TECHNOLOGY,2002,4.13
  • 4Henrik Wann Jensen.A Rapid Hierarchical Rendering Technique for Translucent Materials.Proceedings of SIG GRAPH 2002
  • 5Christophe Hery.Implementing a Skin BSSRDF (or Several...),Siggraph 2003 Course 9,2003.7.27
  • 6朱静燕,陈福民.半透明效果在RenderMan中的实现[J].微计算机应用,2005,26(6):702-705. 被引量:1

二级参考文献5

  • 1Henrik Wann Jensen. A Practical Model for Subsurface Light Transport,Proceedings of SIGGRAPH 2001,511-518.
  • 2Kalle Koutajoki. BSSRDF (Bidirectional Surface Scattering Distribution Function),HELSINKI UNIVERSITY OF TECHNOLOGY,2002.4.13.
  • 3Henrik Wann Jensen. A Rapid Hierarchical Rendering Technique for Translucent Materials,Proceedings of SIGGRAPH 2002.
  • 4Christophe Hery. Implementing a Skin BSSRDF (or Several...),Siggraph 2003 Course 9,2003.7.27.
  • 5Steve Upstill. The RenderMan Companion,2003.7.24.

同被引文献10

  • 1闵贤龙,孙延奎,卜海亮.半透明物体的PRT绘制算法[J].计算机工程与应用,2005,41(36):26-27. 被引量:4
  • 2卜海亮,孙延奎,唐泽圣.复杂环境光照下的半透明材质恢复算法[J].计算机辅助设计与图形学学报,2006,18(5):638-643. 被引量:3
  • 3Jensen H W, Marschner S R, Levoy M, et al. A practical model for subsurface light transport [C] //Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Los Angeles, 2001:511-518
  • 4Xu K, Gao Y, Li Y, et al. Real-time homogenous translucent material editing [J]. Computer Graphics Forum, 2007, 26(3):545-552
  • 5Sloan P P, Kautz J, Synder J. Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments [C] //Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, San Antonio, 2002: 527-536
  • 6Jensen H W, Buhler J. A rapid hierarchical rendering technique for translucent materials [C] //Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, San Antonio, 2002:576-581
  • 7Lensch H P, Goesele M, Bekaert P, et al. Interactive rendering of translucent objects [J]. Computer Graphics Forum, 2003, 22(2): 195-205
  • 8Hao X J, Varshney A. Real-time rendering of translucent meshes [J]. ACM Transactions on Graphics, 2004, 23 (2) : 120-142
  • 9Mertens T, Kautz J, Bekaert P, et al. Interactive rendering of translucent deformable objects [C] //Proceedings of the 14th Eurographics Workshop on Rendering, Leuven, 2003: 130-140
  • 10Wang R, Tran J, Luebke D. All-frequency interactive relighting of translucent objects with single and multiple scattering [C] //Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Log Angeles, 2005: 1202-1207

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