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Real-Time Rendering of Light Shafts on GPU

机译:在GPU上实时渲染光轴

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摘要

In the past, it is difficult to simulate light shafts effect in real-time. One major reason is the high computational expense to perform the physically-accurate computation of atmosphere scattering. Another is due to the limitation of computer resource, especially lack of power and programmabil-ity in the graphic hardware. Recently, with the advent of more powerful graphic card in standard PC platform and the development of programmable stages in the graphic pipeline, a lot of computational expensive algorithms are made available in modern commercial games. In this paper, we propose a novel method of rendering light shafts with atmospheric scattering based on actual physical phenomena. The proposed method utilizes hardware frame buffer object and a mesh refinement pattern to achieve photorealistic effect at high frame rate.
机译:过去,很难实时模拟光轴效果。一个主要的原因是执行大气散射的物理精确计算所需的大量计算费用。另一个原因是由于计算机资源的限制,特别是图形硬件的功能和可编程性不足。近年来,随着标准PC平台中功能更强大的图形卡的出现以及图形管线中可编程阶段的发展,现代商业游戏中提供了许多计算昂贵的算法。在本文中,我们提出了一种基于实际物理现象的具有大气散射的光轴渲染新方法。所提出的方法利用硬件帧缓冲对象和网格细化模式在高帧速率下实现照片逼真的效果。

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