期刊文献+

基于材质的实时渲染场景组织技术 被引量:5

Material-Based Scene Organizing Technique for Real-Time 3D Rendering
下载PDF
导出
摘要 为了提高图形渲染程序的性能,根据统一脚本核心硬件的特征,提出一种在材质空间进行二次排序的场景组织算法.首先在硬件抽象层扩展了材质的定义;然后根据扩展的材质定义重新组织场景中的对象,再在材质空间中对物体进行二次排序;最后把排序好的对象发送给图形渲染线进行渲染输出.该算法在不改变图像渲染质量的前提下,可以极大地加快图像的渲染速度.实验结果表明,文中算法可较大地提高图形渲染程序的性能. In order to improve the performance of graphics rendering process, we proposed the algorithm based on unified shader core, which sorted objects in their material space. By the algorithm, we first extended the definition of material at hardware abstract layer according to the features of unified shader core, then reorganized objects based on their material, finally added a second sorting in the material space. Our algorithm can greatly speed up the image rendering speed without changing the quality of image. Experimental results show that the new method gains much performance.
出处 《计算机辅助设计与图形学学报》 EI CSCD 北大核心 2009年第6期819-824,共6页 Journal of Computer-Aided Design & Computer Graphics
基金 国家“八六三”高技术研究发展计划(2007AA01Z317) 国家“九七三”重点基础研究发展计划项目(2004CB318000)
关键词 实时渲染 真实感图形学 统一脚本核心 渲染物体组织 real-time rendering realistic graphics unified shader core render object organization
  • 相关文献

参考文献17

  • 1Davis D, Ribarsky W, Jiang T Y, et al. Real time visualization of scalably large collections of heterogeneous objects [C]//Proceedings of the Conference on Visualization, San Francisco, 1999: 437-440
  • 2Slater M,Steed A,Chrysanthon Y.计算机图形学与虚拟环境[M].北京:机械工业出版社,2004:6-18.
  • 3程志全,党岗,金士尧.真实感实时绘制技术综述[J].计算机工程与科学,2006,28(9):41-43. 被引量:2
  • 4Hasenfratz J M, Lapierre M, Holzschuch N, eta& A survey of real-time soft shadows algorithms [J]. Computer Graphics Forum, 2003, 22(4): 753-774
  • 5吕伟伟,刘学慧,薛盖超,吴恩华.基于圆盘近似的动态场景柔和阴影实时绘制[J].计算机辅助设计与图形学学报,2007,19(12):1587-1592. 被引量:2
  • 6Oliveira M M, Policarpo F. An efficient representation for surface details [R]. Porto Alegre:Universidade Federal do Rio Grande do Sul, RP-351, 2005
  • 7Munkberg J, Clarberg P, Hasselgren J, etal. High dynamic range texture compression for graphics hardware [C]// Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Boston, 2006:698-706
  • 8Kipfer P, Segal M, Westermarm R. UberFlow:a GPU- based particle engine [C] //Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Los Angles, 2004:115-122
  • 9Tresnjak O. Rendering detailed outdoor ground surfaces on the GPU [C] //Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Los Angeles, 2005: Article No. 67
  • 10刘保权,吴恩华,刘学慧.基于GPU的交互式动态折射绘制算法[J].计算机辅助设计与图形学学报,2006,18(11):1652-1657. 被引量:2

二级参考文献82

  • 1吴恩华,柳有权.基于图形处理器(GPU)的通用计算[J].计算机辅助设计与图形学学报,2004,16(5):601-612. 被引量:227
  • 2童若锋,汪国昭.用于动画的水波造型[J].计算机学报,1996,19(8):594-599. 被引量:24
  • 3D R Forsey,R H Bartels.Hierarchical B-Spline Refinement[J].Computer &Graphics,1988,22(3):205-212.
  • 4Robert Bridson,Ronald Fedkiw,John Anderson.Robust Treatment of Collisions,Contact and Friction for Cloth Animation[A].Proc of SIGGRAPH 2003[C].2003.69-94.
  • 5Marc Persoon,Iwo Serlie,Frits Post,et al.Visualization of Noisy and Biased Volume Data Using First and Second Order Derivative Techniques[A].Proc of IEEE Visualization 2003[C].2003.154-160.
  • 6D Luebke,M Reddy,J Cohen,et al.Level of Detail for 3D Graphics[M].Morgan Kaufmann,2002.
  • 7J Clark.Hierarchical Geometric Models for Visible Surface Algorithms[J].Communications of the ACM,1976,19(10):547-554.
  • 8Hugues Hoppe.Progressive Meshes[A].Proc of SIGGRAPH 1996[C].1996.99-108.
  • 9David Luebke,Carl Erikson.View-Dependent Simplification of Arbitrary Polygonal Environments[A].Proc of SIGGRAPH 1997[C].1997.199-208.
  • 10David P Luebke.A Developer's Survey of Polygonal Simplification Algorithms[J].IEEE Computer Graphics and Applications,2001,21(3):24-35.

共引文献30

同被引文献18

  • 1蔡伟.目录服务设计及用户控制实现[J].电子测量与仪器学报,2005,19(1):45-48. 被引量:1
  • 2陈训全,郑新建,刘小鹏.机床造型的色彩设计及面饰工艺[J].湖北工业大学学报,2007,22(4):76-77. 被引量:4
  • 3OhanianA,PhillipsE.数字化电影[M].北京:中国电影出版礼,1998.
  • 4Kundert-GibbsJ.Maya4.5教程与实例精选[M].王军,译.北京:电子工业出版社,2001.
  • 5九州星火传媒.3dsMax8静物写真[M].北京:电子工业出版社,2006.
  • 6九州星火传媒.解读三维艺术-3dsMax8绝对光效[M].北京:电子工业出版社,2006.
  • 7李肩炎.MAYA三维动漫数字化设计[M].上海:同济大学山版社,2010.
  • 8邓永坚,叶志峰.Maya光与材质的视觉艺术[M].3版.北京:人民邮电出版社,2010.
  • 9聚光翰华数字科技.Maya&ZBrush极致表现-影视仿真建模实战剖析[M].北京:电子工业出版社,2010.
  • 10寇宁.Maya动画技术大全.材质渲染篇[M].北京:中国铁道出版社,2010.

引证文献5

二级引证文献6

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部