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Fast rendering of forest ecosystems with dynamic global illumination .

机译:动态全球照明快速绘制森林生态系统。

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摘要

Real-time rendering of large-scale, forest ecosystems remains a challenging problem, in that important global illumination effects, such as leaf transparency and inter-object light scattering, are difficult to capture, given tight timing constraints and scenes that typically contain hundreds of millions of primitives. We propose a new lighting model, adapted from a model previously used to light convective clouds and other participating media, together with GPU ray tracing, in order to achieve these global illumination effects while maintaining near real-time performance. The lighting model is based on a lattice-Boltzmann method in which reflectance, transmittance, and absorption parameters are taken from measurements of real plants. The lighting model is solved as a preprocessing step, requires only seconds on a single GPU, and allows dynamic lighting changes at run-time. The ray tracing engine, which runs on one or multiple GPUs, combines multiple acceleration structures to achieve near real-time performance for large, complex scenes. Both the preprocessing step and the ray tracing engine make extensive use of NVIDIA's Compute Unified Device Architecture (CUDA).
机译:大规模森林生态系统的实时渲染仍然是一个难题,因为严格的时间限制和通常包含数百个场景的场景难以捕获重要的全球照明效果,例如叶片透明度和物体间的光散射。数百万个原语。我们提出了一种新的照明模型,该模型是从以前用于对流云和其他参与媒体的模型以及GPU光线跟踪改编而成的,以便在保持接近实时性能的同时实现这些全局照明效果。照明模型基于格-玻尔兹曼方法,其中反射率,透射率和吸收参数是从真实植物的测量中获取的。照明模型是作为预处理步骤解决的,在单个GPU上仅需要几秒钟,并且可以在运行时动态更改照明。运行在一个或多个GPU上的光线跟踪引擎结合了多种加速结构,可为大型复杂场景提供近乎实时的性能。预处理步骤和光线跟踪引擎都充分利用了NVIDIA的Compute Unified Device Architecture(CUDA)。

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