With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of C...With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of Caideng in digital Caideng scenes, this article analyzes the lighting model. It combines it with the lighting effect of Caideng scenes to design an optimized lighting model algorithm that fuses the bidirectional transmission distribution function (BTDF) model. This algorithm can efficiently render the lighting effect of Caideng models in a virtual environment. And using image optimization processing methods, the immersive experience effect on the VR is enhanced. Finally, a Caideng roaming interactive system was designed based on this method. The results show that the frame rate of the system is stable during operation, maintained above 60 fps, and has a good immersive experience.展开更多
This paper proposes a modification of the filtered importance sampling method, and improves the quality of virtual spherical Gaussian light(VSGL)-based real-time glossy indirect illumination using this modification. T...This paper proposes a modification of the filtered importance sampling method, and improves the quality of virtual spherical Gaussian light(VSGL)-based real-time glossy indirect illumination using this modification. The original filtered importance sampling method produces large overlaps of and gaps between filtering kernels for high-frequency probability density functions(PDFs). This is because the size of the filtering kernel is determined using the PDF at the sampled center of the kernel. To reduce those overlaps and gaps, this paper determines the kernel size using the integral of the PDF within the filtering kernel. Our key insight is that these integrals are approximately constant, if kernel centers are sampled using stratified sampling. Therefore, an appropriate kernel size can be obtained by solving this integral equation. Using the proposed kernel size for filtered importance samplingbased VSGL generation, undesirable artifacts are significantly reduced with a negligibly small overhead.展开更多
实时间接光泽反射效果有助于提高渲染场景的真实感.为了解决虚拟点光源(virtual point lights,VPLs)在光泽材质处的着色走样问题,提出基于VPLs光照贡献重要性的渲染算法.首先提出基于Tile的光照贡献估算方法,通过分块拟合和分块剔除快...实时间接光泽反射效果有助于提高渲染场景的真实感.为了解决虚拟点光源(virtual point lights,VPLs)在光泽材质处的着色走样问题,提出基于VPLs光照贡献重要性的渲染算法.首先提出基于Tile的光照贡献估算方法,通过分块拟合和分块剔除快速估算VPLs的光照贡献;然后通过自适应权重的时域复用方法,生成重要性驱动的分布图;最后结合Mipmap多级纹理映射技术,快速在场景的不同区域生成不同密度的VPLs.在金属戒指和斯坦福兔子等场景下的实验结果表明,使用相同数量的VPLs进行渲染,所提算法渲染质量优于随机光源裁剪算法,渲染结果的均方根误差不超过2%.展开更多
文摘With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of Caideng in digital Caideng scenes, this article analyzes the lighting model. It combines it with the lighting effect of Caideng scenes to design an optimized lighting model algorithm that fuses the bidirectional transmission distribution function (BTDF) model. This algorithm can efficiently render the lighting effect of Caideng models in a virtual environment. And using image optimization processing methods, the immersive experience effect on the VR is enhanced. Finally, a Caideng roaming interactive system was designed based on this method. The results show that the frame rate of the system is stable during operation, maintained above 60 fps, and has a good immersive experience.
文摘This paper proposes a modification of the filtered importance sampling method, and improves the quality of virtual spherical Gaussian light(VSGL)-based real-time glossy indirect illumination using this modification. The original filtered importance sampling method produces large overlaps of and gaps between filtering kernels for high-frequency probability density functions(PDFs). This is because the size of the filtering kernel is determined using the PDF at the sampled center of the kernel. To reduce those overlaps and gaps, this paper determines the kernel size using the integral of the PDF within the filtering kernel. Our key insight is that these integrals are approximately constant, if kernel centers are sampled using stratified sampling. Therefore, an appropriate kernel size can be obtained by solving this integral equation. Using the proposed kernel size for filtered importance samplingbased VSGL generation, undesirable artifacts are significantly reduced with a negligibly small overhead.
文摘实时间接光泽反射效果有助于提高渲染场景的真实感.为了解决虚拟点光源(virtual point lights,VPLs)在光泽材质处的着色走样问题,提出基于VPLs光照贡献重要性的渲染算法.首先提出基于Tile的光照贡献估算方法,通过分块拟合和分块剔除快速估算VPLs的光照贡献;然后通过自适应权重的时域复用方法,生成重要性驱动的分布图;最后结合Mipmap多级纹理映射技术,快速在场景的不同区域生成不同密度的VPLs.在金属戒指和斯坦福兔子等场景下的实验结果表明,使用相同数量的VPLs进行渲染,所提算法渲染质量优于随机光源裁剪算法,渲染结果的均方根误差不超过2%.