期刊文献+

镜头重影效果的真实感绘制

Realistic Rendering of Lens Ghost Effects
下载PDF
导出
摘要 针对现有镜头重影效果绘制方法存在的光线追踪效率低和绘制效果差的问题,提出一种基于物理的真实感镜头重影效果绘制方法.该方法以精确的相机镜头模型为基础,首先计算镜头入射光瞳的位置和孔径,并利用入射光瞳进行初始光线采样来减少无效光线数量,提高光线追踪效率;其次采用确定序列光谱光线追踪方法绘制重影的色差,并考虑了孔径光阑形状、镜头镀膜以及镜头遮挡对镜头重影的影响;最后将镜头重影绘制与光线追踪绘制框架融合,构成镜头重影场景绘制的统一框架,并在三维场景中实现了镜头重影效果的绘制.实验结果表明,文中方法能够有效地模拟具有较强真实感的镜头重影效果. To address problems of current lens ghost rendering methods, a physically based method for ren-dering realistic lens ghost effects is proposed. This method starts from accurately modeling optical structure of camera lens. Firstly, in order to improve the efficiency of ray tracing and reduce invalid rays, the entrance pupil is computed to assist to generate initial sampling rays. Then, a determinant sequential spectral ray tracing method is employed to simulate the chromatic aberration of lens ghost. Additionally, the effects of aperture stop, lens-coating and lens occlusion on lens ghost are simulated. Finally, the lens ghost rendering method is integrated into the ray tracing based rendering framework, forming a unified rendering framework of lens ghost scenes, which merges lens ghost into three-dimensional scenes. Experimental results show that the proposed method effectively render realistic lens ghost and improve the realism of scenes.
出处 《计算机辅助设计与图形学学报》 EI CSCD 北大核心 2015年第5期883-891,共9页 Journal of Computer-Aided Design & Computer Graphics
基金 国家"八六三"高技术研究发展计划(2012AA011206)
关键词 镜头重影 镜头模型 孔径光阑 入射光瞳 真实感绘制 lens ghost camera model aperture stop entrance pupil realistic rendering
  • 相关文献

参考文献17

  • 1Chaumond J. Physically realistic camera model[OL]. [2014-04-01]. http://graphics.stanford.edu/courses/cs348b-competition/cs348b-07.
  • 2Keshmirian A. A physically-based approach for lens flare si- mulation[D]. San Diego: University of California, San Diego. Computer Science and Engineering, 2008.
  • 3Hullin M, Eisemann E, Seidel H P, et al. Physically-based real-time lens flare rendering[C] //Computer Graphics Pro- ceedings, Annual Conference Series, ACM SIGGRAPH. New York: ACM Press, 2011: Article No. 108.
  • 4Kolb C, Mitchell D, Hanrahan E A realistic camera model for computer graphics[C] //Proceedings of the 22nd Annual Con- ference on Computer Graphics and Interactive Techniques. New York: ACM Press, 1995:317-324.
  • 5Cook R L, Porter T, Carpenter L. Distributed ray tracing[C] //Proceedings of the llth Annual Conference on Computer Graphics and Interactive Techniques. New York: ACM Press, 1984:137-145.
  • 6Kilgard M J. Fast OpenGL-rendering of lens flares[OL]. [2014-04-01]. http://www.opengl.org/archives/resources/features/KilgardTechniques/ LensFlare.
  • 7King Y. 2D lens flare[M]//DeLoura M A. Game programming gems. Rockland: Charles River Media, 2000:515-518.
  • 8Maughan C. Texture masking for faster lens flare[M]//DeLoura M A. Game programming gems 2. Hingham: Charles River Media, 2001:474-480.
  • 9Steinert B, Dammertz H, Hanika J, et al. General spectral cam- era lens simulation[J]. Computer Graphics Forum, 2011, 30(6): 1643-1654.
  • 10Hullin M B, Hanika J, Heidrich W. Polynomial optics: a con- struction kit for efficient ray-tracing of lens systems[J]. Com- puter Graphics Forum, 2012, 31(4): 1375-1383.

二级参考文献33

  • 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:226
  • 2吴向阳,鲍虎军,陈为,彭群生.采用正向光线跟踪的照相机成像实时模拟[J].计算机辅助设计与图形学学报,2005,17(7):1427-1433. 被引量:7
  • 3Spencer G,Shirley P,Zimmerman K,et al.Physically-based glare effects for digital images[C] //Computer Graphics Proceedings,Annual Conference Series,ACM SIGGRAPH,Los Angeles,1995:325-334.
  • 4Kakimoto M,Matsuoka K,Nishita T,et al.Glare generation based on wave optics[C] //Proceedings of the 12th Pacific Conference on Computer Graphics and Applications,Seoul,2004,133-142.
  • 5Potmesil M,Chakravarty I.A lens and aperture camera model for synthetic image generation[C] //Computer Graphics Proceedings,Annual Conference Series,ACM SIGGRAPH,Dallas,1981:297-305.
  • 6Riguer G,Tatarchuk N,Isidoro J.Real-time depth of field simulation[M] //Engel W F.Shader X2:Shader Programming Tips and Tricks with DirectX 9.Piano:Wordware,2003:529-556.
  • 7Kass M,Lefohn A,Owens J.Interactive depth of field using simulated diffusion on a GPU[R].Emeryville:Pixar Animation Studios,2006.
  • 8Lee S,Kim G J,Choi S.Real-time depth-of-field rendering using point splatting on per-pixel layers[J].Computer Graphics Forum,2008,27(7):1955-1962.
  • 9Lee S,Kim G J,Choi S.Real-time depth-of-field rendering using anisotropically filtered mipmap interpolation[J].IEEE Transactions on Visualization and Computer Graphics,2009,15(3):453-464.
  • 10Kodama K,Mo H,Kubota A.Virtual bokeh generation from a single system of lenses[C] //Computer Graphics Proceedings,Annual Conference Series,ACM SIGGRAPH,Boston,2006:77.

共引文献9

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