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首页> 外文期刊>IEEE transactions on visualization and computer graphics >Modeling, animating, and rendering complex scenes using volumetric textures
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Modeling, animating, and rendering complex scenes using volumetric textures

机译:使用体积纹理对复杂场景进行建模,动画处理和渲染

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Complex repetitive scenes containing forests, foliage, grass, hair, or fur, are challenging for common modeling and rendering tools. The amount of data, the tediousness of modeling and animation tasks, and the cost of realistic rendering have caused such kind of scene to see only limited use even in high-end productions. The author describes how the use of volumetric textures is well suited to such scenes. These primitives can greatly simplify modeling and animation tasks. More importantly, they can be very efficiently rendered using ray tracing with few aliasing artifacts. The main idea, initially introduced by Kajiya and Kay (1989), is to represent a pattern of 3D geometry in a reference volume, that is tiled over an underlying surface much like a regular 2D texture. In our contribution, the mapping is independent of the mesh subdivision, the pattern can contain any kind of shape, and it is prefiltered at different scales as for MIP-mapping. Although the model encoding is volumetric, the rendering method differs greatly from traditional volume rendering. A volumetric texture only exists in the neighborhood of a surface, and the repeated instances (called texels) of the reference volume are spatially deformed. Furthermore, each voxel of the reference volume contains a key feature which controls the reflectance function that represents aggregate intravoxel geometry. This allows for ray tracing of highly complex scenes with very few aliasing artifacts, using a single ray per pixel (for the part of the scene using the volumetric texture representation). The major technical considerations of our method lie in the ray-path determination and in the specification of the reflectance function.
机译:对于常见的建模和渲染工具而言,包含森林,树叶,草丛,头发或毛皮的复杂重复场景是具有挑战性的。数据量,建模和动画任务的繁琐工作以及逼真的渲染的成本使这种场景即使在高端产品中也只能使用有限。作者描述了如何使用体积纹理非常适合此类场景。这些原语可以大大简化建模和动画制作任务。更重要的是,可以使用几乎没有混叠伪影的光线跟踪来非常有效地渲染它们。 Kajiya和Kay(1989)最初提出的主要思想是在参考体积中表示3D几何图形,该图形平铺在底层表面上,类似于常规2D纹理。在我们的贡献中,映射独立于网格细分,图案可以包含任何形状,并且可以针对MIP映射以不同的比例进行预过滤。尽管模型编码是体积编码,但是渲染方法与传统的体积渲染有很大不同。体积纹理仅存在于表面附近,并且参考体积的重复实例(称为纹理像素)在空间上变形。此外,参考体积的每个体素都包含一个关键特征,该特征控制代表整体内部体素几何形状的反射函数。这允许使用很少的混叠伪像对高度复杂的场景进行光线跟踪,每个像素使用单个光线(对于使用体积纹理表示的场景部分)。我们方法的主要技术考虑在于射线路径的确定和反射函数的规格。

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