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Inverse rendering methods for hardware-accelerated display of parameterized image spaces.

机译:用于硬件加速显示参数化图像空间的逆渲染方法。

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One of the central problems in computer graphics is real-time rendering of physically illuminated, dynamic environments. Though the computation needed is beyond current capability, specialized graphics hardware that renders texture-mapped polygons continues to get cheaper and faster. We exploit this hardware to decompress “animations” computed offline. The decoded imagery retains the full gamut of stochastic ray tracing effects, including indirect lighting with reflections, refractions, and shadows.; Rather than 1D time, our animations are parameterized by two or more arbitrary variables representing viewpoint positions, lighting changes, and object motions. To best match the graphics hardware rendering to the input ray-traced imagery, we describe a novel method to infer parameterized texture maps for each object by modeling the hardware as a linear system and then performing least-squares optimization. The parameterized textures are compressed as a multidimensional Laplacian pyramid on fixed size blocks of parameter space. This scheme captures the coherence in animations and, unlike previous work, decodes directly into texture maps that load into hardware with a few, simple image operations. High-quality results are demonstrated at compression ratios up to 800:1 with interactive playback on current consumer graphics cards.; To enable plausible movement away from and between the pre-rendered viewpoint samples, we extend the idea of parameteric textures to parameteric environment maps. Segmenting the environment into layers, and picking simple environmental geometry that closely matches the actual geometry of the environment better approximates how reflections move as the view changes. Unlike traditional environment maps, we achieve local effects like self-reflections and parallax in the reflected imagery.; Finally, we introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of refractive objects, but approximates more distant geometry by layered, parameterized environment maps. To limit computation, we use a greedy ray path shading model and restrict ray queries to triangle vertices, but perform adaptive tessellation where neighboring ray paths differ sufficiently. We demonstrate highly specular glass objects at a significantly lower and more predictable cost than ray-tracing, and anticipate future support for local ray-tracing in graphics hardware will make this approach ideal for real-time rendering of realistic reflective and refractive objects.
机译:计算机图形学的中心问题之一是物理照明,动态环境的实时渲染。尽管所需的计算超出了当前的能力,但渲染纹理映射的多边形的专用图形硬件继续变得越来越便宜和更快。我们利用此硬件解压缩离线计算的“动画”。解码后的图像保留了全部随机光线跟踪效果,包括具有反射,折射和阴影的间接照明。而不是一维时间,我们的动画是通过两个或多个任意变量来参数化的,这些变量表示视点位置,光照变化和对象运动。为了使图形硬件渲染与输入的光线追踪图像最佳匹配,我们描述了一种通过将硬件建模为线性系统然后执行最小二乘优化来推断每个对象的参数化纹理贴图的新方法。参数化纹理在参数空间的固定大小块上被压缩为多维拉普拉斯金字塔。与以前的工作不同,此方案可捕获动画中的连贯性,并直接解码为纹理贴图,然后通过一些简单的图像操作将其加载到硬件中。在目前的消费类图形卡上可以交互式播放的情况下,以高达800:1的压缩率展示了高质量的结果。为了能够在预渲染的视点样本之间和它们之间进行合理的移动,我们将参数化纹理的概念扩展到了参数化环境贴图。将环境分为几层,并选择与环境的实际几何形状紧密匹配的简单环境几何形状,可以更好地近似于反射随着视图变化而移动的方式。与传统的环境图不同,我们在反射的图像中实现局部效果,例如自反射和视差。最后,我们引入了混合渲染,该方案可以动态射线跟踪折射对象的局部几何形状,但是可以通过分层的参数化环境贴图来近似更远的几何形状。为了限制计算,我们使用贪婪的光线路径阴影模型并将光线查询限制为三角形顶点,但是在相邻光线路径差异足够大的情况下执行自适应细分。我们演示了高镜面玻璃物体,其成本远低于光线追踪,并且可预测的成本要高得多,并且预计图形硬件中未来对局部光线追踪的支持将使该方法成为实时渲染逼真的反射和折射物体的理想选择。

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