期刊文献+

基于纹理的场景复杂光照实时绘制

Real-time rendering of scene complex illumination based on texture
下载PDF
导出
摘要 在虚拟机场仿真中,为了实现机场画面的真实感,场景光照是绘制的重要部分。场景的绘制要求能实时模拟白天的光照场景和夜晚灯光光照场景。为实现24小时场景光照的实时变化,采用Blinn-Phone光照模型结合修改的Rayleigh散射环境光照纹理生成白天建筑物和运动物体的光照,同时通过纹理记录的夜间局部灯光的光照数据生成夜间的局部实时光照,早晨和黄昏的光照则依据白天光照和夜间光照纹理数据融合生成对应的光照。通过该算法绘制光照场景,能够实现实时绘制24小时光照场景,实现了在复杂光照场景下的实时渐变光照。 In virtual airport simulation,scene illumination is an important part of rendering in order to realize the realism of airport image.The scene drawing needs to be able to simulate the lighting scene in the daytime and lighting scene at night in real time.24 hours in order to realize real-time scene illumination changes,the Blinn-Phone lighting model combining with the modified Rayleigh scattering environment light texture generation buildings and moving object light during the day,at the same time through texture records of local lamplight at night lighting local real-time data generation night light,in the morning and the evening light is based on light during the day and night lighting texture data fusion to generate the corresponding light.By using this algorithm,the illumination scene can be drawn for 24 hours in real time,and the real-time gradient illumination can be achieved in complex illumination scene.
作者 李纲 LI Gang(Dept.of Computer and Mathematics,North Sichuan Medical College,Nanchong Sichuan 637007,China)
出处 《智能计算机与应用》 2020年第5期195-198,共4页 Intelligent Computer and Applications
基金 四川省教育厅资助项目(13ZA0094)。
关键词 虚拟机场 实时绘制 实时光照 virtual airdrome real-time rendering real-time illumination
  • 相关文献

参考文献4

二级参考文献53

  • 1TABELLION E, LAMORLETTE A. An Approximate Global Illumination System for Computer Generated Films [ J ]. ACM Transactions on Graphics, 2004, 23 (3) : 469-476.
  • 2KELLER A. Instant Radiosity [ C] //Computer Graphics Proceedings, Annual Conference Series. Atlanta, Georgia: ACM SIGGRAPH, 1997: 49-56.
  • 3DACHSBACHER C, STAMMINGER M. Reflective Shadow Maps [ C ] //Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games. Washington: [s. n. ] , 2005: 203-231.
  • 4DACHSBACHER C, STAMMINGER M. Splatting Indirect Illumination [ C ] //Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games. Redwood City : [ s. n. ] , 2006 : 93-100.
  • 5LAINE S, SARANSAARI H, KONTKANEN J, et al. Incremental Instant Radiosity for Real-Time Indirect Illumination [ C ] //Proceedings of Eurographics Symposium on Rendering. London: [ s. n. ], 2007: 277-286.
  • 6WALTER B, FERNANDEZ S, ARBREE A, et al. Lightcuts : A Scalable Approach to Illumination [ C ] //Proceedings of ACM SIGGRAPH. Los Angeles : [ s. n. ] , 2005 : 1098-1107.
  • 7WALTER B, ARBREE A, BALA K, et al. Multidimensional Lightcuts [ C ]//Proceedings of ACM SIGGRAPH. Boston: [ s. n. ] , 2006: 1081-1088.
  • 8HASAN M, PELLACINI F, BALA K. Matrix Row-Column Sampling for the Many-Light Problem [ C]//Proceedings of ACM SIGGRAPH. San Diego : [ s. n. ] , 2007 : 2601-2610.
  • 9HASAN M, VELAZQUEZ-ARMENDARIZ E, PELLACINI F, et al. Tensor Clustering for Rendering Many-Light Animations [ C ] //Proceedings of Eurographics Symposium on Rendering. Sarajevo : [ s. n. ], 2008 : 1105-1114.
  • 10KESHAV CHANNA. Light Mapping-Theory and Implementation [ EB/OL]. (2003-07-21). [ 2010-08-22 ]. http : //www. flipcode, com/archives/Light _ Mapping_ Theory _ and _ Implementation. shtml.

共引文献13

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