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Computing Exact Shadow Irradiance Using Splines

机译:使用样条线计算精确的阴影辐照度

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摘要

We present a solution to the general problem of characterizing shadows in scenes involving a uniform polygonal area emitter and a polygonal occluder in arbitrary position by manifesting shadow irradiance as a spline function. Studying generalized prism-like constructions generated by the emitter and the occluder in a four dimensional (shadow) space reveals a simpler intrinsic structure of the shadow as compared to the more complicated 2D projection onto a receiver. A closed form expression for the spline shadow irradiance function is derived by twice applying Stokes' theorem to reduce an evaluation over a 4D domain to an explicit formula involving only 2D faces on the receiver, derived from the scene geometry. This leads to a straightforward computational algorithm and an interactive implementation. Moreover, this approach can be extended to scenes involving multiple emitters and occluders, as well as curved from these prism-like objects. We call them generalized polyhedral splines because they extend the classical polyhedral splines to include curved boundaries and a density function. The approach can be applied to more general problems such as some of those occurring in radiosity, and other related topics.
机译:我们提出了一种解决一般问题的解决方案,该问题是通过将阴影辐照度表现为样条函数,来描述场景中涉及均匀多边形区域发射器和多边形遮挡物的场景中阴影的特征。与更复杂的2D投影到接收器相比,研究由发射器和封堵器在四维(阴影)空间中生成的广义棱镜状构造可以发现阴影的固有结构更简单。样条阴影辐照度函数的闭合形式表达式是通过两次应用Stokes定理以将对4D域的求值减少为仅涉及接收器上2D面的显式公式而得出的,该显式由场景几何派生。这导致简单的计算算法和交互式实现。而且,这种方法可以扩展到涉及多个发射器和遮挡物的场景,以及从这些类似棱镜的物体弯曲的场景。我们称它们为广义多面体样条,因为它们扩展了经典的多面体样条以包括弯曲边界和密度函数。该方法可以应用于更一般的问题,例如在光能传递中发生的一些问题以及其他相关主题。

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