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一种非均匀参与介质的实时光照方法

A real-time rendering method of non-homogeneous participating media
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摘要 带有烟雾等非均匀参与介质(Participating Media)的实时光照绘制是当前室内虚拟场景真实感绘制的一个重要研究方向。提出了一种虚拟室内环境(如虚拟舞台环境)下参与介质的实时光照绘制方法。通过采用3D纹理对介质信息进行组织,实现了非均匀的参与介质的实时绘制;结合shadow map,shadow volume和ray marching等技术,给出了一种考虑参与介质作用的对象体阴影的混合绘制方法。实验结果证明,以上方法能够更为真实地表现舞台类室内场景的光照效果和气氛,并具有实时性。 The real-time rendering of non-homogeneous participating media (e.g. fog) is one important research topic of realistic rendering in current virtual indoor scenes. We present a real-time rendering method of participating media in indoor scenes (e.g. virtual stage). 3D texture is used for organizing of the information of media, and rendering of the non-homogeneous participating media. By combining shadow map, shadow volume and ray marching techniques, a new hybrid method is proposed for rendering of volumetric shadows under participating media. The experimentation indicates that this method can represent illuminating effect and ambience of virtual indoor scenes more realistic, and has real-time attribute.
出处 《中国科技论文在线》 CAS 2009年第2期96-102,共7页
基金 国家自然科学基金重点项目(60533070) 国家科技攻关计划项目(2005BA904B09)
关键词 虚拟现实 参与介质 实时绘制 3D纹理 体阴影 virtual reality participating media real-time rendering 3D texture volumetric shadows
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参考文献2

  • 1徐庆,鲍世强,李明楚,王炜.真实感雾的实时绘制[J].计算机工程,2005,31(23):172-173. 被引量:1
  • 2Takashi Imagire,Henry Johan,Naoki Tamura,Tomoyuki Nishita. Anti-aliased and real-time rendering of scenes with light scattering effects[J] 2007,The Visual Computer(9-11):935~944

二级参考文献4

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