摘要
随着三维场景中抗锯齿技术的不断发展,抗锯齿技术已被广泛应用于航空飞行模拟、3D游戏、虚拟现实以及其它实时图形绘制应用中.针对当前抗锯齿技术中仍然存在的资源消耗大,模型部分边缘缺失,过度模糊等导致失真的问题,提出了一种基于SRAA(Subpixel Reconstruction Antialiasing)算法和延迟渲染方法的新型抗锯齿技术.首先,把三维模型的位置、深度、法线和颜色信息存储到G-buffer(Geometry Buffer)中;然后,对三维模型的每个像素点进行采样,同时结合法线和深度信息,进行联合双边滤波,计算每个像素的混合权重;最后,计算每个像素加权混合后的颜色值,渲染整个三维模型场景.在此过程中,引入了像素的几何信息,较好的避免了过度模糊问题.同时采用延迟渲染,将原本需要3D化计算的光照数据转化为2D计算,提高了实时绘制性能.
With the development of antialiasing technique in the 3D scene, it has been widely used in aviation and flight simulation, 3D games, virtual reality and other real-time rendering applications. In order to solve these problems that still exist in current anti-aliasing technology consumptions, such as lacking edge partially, distortion because of excessive ambiguity, a new anti-aliasing technology based on SRAA(Subpixel Reconstruction Antialiasing)and deferred shading is proposed. At first, store the position, depth, normal and color information of the 3D model into the G-buffer (Geometry Buffer) ;Second- lysample each pixel of model, at the sametime conduct joint bilateral filter combined with normal and depth information to calculate mixed weight of each pixel; Finally, compute each pixel as a weighted mixture of color value for rendering the whole model scene. In this process, involving with the geometry information of each pixel avoid excessive ambiguity better. Translate the original 3D data into 2D forlighting calculation by using deferred rendering, improve rendering performance actually.
出处
《四川大学学报(自然科学版)》
CAS
CSCD
北大核心
2015年第6期1230-1236,共7页
Journal of Sichuan University(Natural Science Edition)
基金
国家高技术研究发展计划(2013AA013902)