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GPU Rendering of the Thin Film on Paints with Full Spectrum

机译:GPU渲染薄膜与全谱的涂料上

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Spectrum-based rendering uses spectral distributions instead of just three RGB colors for representation of light sources and surface properties in rendering equation. Since, spectrum has a value at every visible wavelength, the spectrum-based rendering gives much accurate color computation compared to RGB-based rendering and it give us opportunity to simulate wavelength dependent phenomena and effects caused by spectrum difference. We introduce a novel framework for spectrum-based rendering on GPU (Graphics Processing Unit) to compute local illumination. On this framework, the Phong reflectance model is implemented employing the spectral power distribution of light source and the spectral reflectance of surface simulating the color rendition of light sources and metamerism of surfaces. Multilayered thin film interference effects can also be handled within this framework with interactive speeds. Additionally, we propose the area light source defined by the spectral cube environment map and show the method for conversion of RGB environment map into a spectral one.
机译:基于光谱的渲染使用光谱分布而不是仅仅是三个RGB颜色,用于表示渲染方程中的光源和表面特性。由于频谱具有在每个可见波长的每个可见波长的值,与基于RGB的渲染相比,基于频谱的渲染提供了很大的准确计算,并且它为我们提供了模拟波长依赖性现象和谱差异造成的效果的机会。我们在GPU(图形处理单元)上介绍了基于频谱的渲染的新框架,以计算局部照明。在该框架上,利用光源的光谱功率分布和表面光谱光源和表面的色谱反射光谱反射率实现了Phong反射模型。也可以通过交互式速度在该框架内处理多层薄膜干扰效果。另外,我们提出了由光谱多维数据集环境映射定义的区域光源,并示出了将RGB环境映射转换为光谱源的方法。

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