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Method for interactively drawing heterogeneous translucent object

A translucent, non-homogeneous technology, applied in the processing of 3D images, details involving image processing hardware, image data processing, etc., can solve practical application difficulties, can only represent relatively simple geometric shapes, and cannot achieve real-time rendering or Interactive rendering and other issues

Active Publication Date: 2015-01-28
ZHEJIANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

This method has great advantages in efficiency and interactivity (allowing users to dynamically edit optical materials and even perform simple geometric deformations). However, this method has three drawbacks: first, the hexahedral grid can only be carefully established manually, This has caused difficulties in practical applications; second, due to the use of a relatively regular hexahedral grid, this method can only represent objects with relatively simple geometry (such as no sharp corners, etc.); third, the discrete accuracy of FDM is not high enough , which makes this discretization method only suitable for relatively regular objects and objects whose optical coefficients do not fluctuate sharply within a certain range
However, compared with the finite difference method, this method is still slow and cannot achieve real-time rendering or interactive rendering

Method used

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  • Method for interactively drawing heterogeneous translucent object
  • Method for interactively drawing heterogeneous translucent object
  • Method for interactively drawing heterogeneous translucent object

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0082] Embodiment 1. The inventor has experimented with the entire user interaction and drawing pipeline: first, the input object model and non-homogeneous translucent material parameters are obtained, and the program draws a high-precision translucent object image in real time; then, the user performs the cutting operation , the object is cut into two halves, one half is displayed to the user and the cutting surface is reconstructed; third, the user edits the material on the cutting surface (such as using a brush), and the program interactively gives the effect of material editing; Fourth, the user chooses to reconstruct the original object model, and the program gives the drawing result of the original object model after material editing. All calculations are speeded up to interactive level.

[0083] The inventors also tested with different shapes, different translucent materials, and different grid densities (up to 1 million tetrahedrons), and found that the method of the p...

Embodiment 2

[0085] Embodiment 2. The inventor compared the drawing result of the invention with the drawing result of solving the diffusion equation by the finite element method. The two are almost identical in visual effect, and are very similar to the reference picture obtained by the Monte Carlo photon mapping method. The inventor calculated the point-by-point errors of the two results, and found that the maximum relative error of the two results was no more than 2%. The inventor tested the rendering efficiency of the two methods on a 4-core CPU at the same time, and found that the linear system construction process of the finite element method takes 24 seconds, while the linear system construction process of the present invention only takes 1 second. Note that if the linear system is constructed using the finite element method, the linear system can also be efficiently solved by the parallel multi-grid acceleration technology of the present invention.

Embodiment 3

[0086] Embodiment 3. The inventor compared the drawing results of the invention with the drawing results of solving the diffusion equation by the finite difference method. It was found that the finite-difference method requires a very high-precision tetrahedral mesh of the object due to its precision limitation. Using the finite difference method to calculate and draw the model after cutting will produce serious inaccurate drawing phenomenon. Although these inaccurate drawing can be reduced by careful mesh optimization, the time cost of optimization is such that the drawing efficiency will not reach interactive level. Even with the original uncut mesh, the finite difference method may still produce some visible artifacts, since the tetrahedral mesh entered by the user may not be highly optimized. According to the inventor's experimental results, the present invention is close to the finite difference method in terms of efficiency (implemented on the same GPU at the same time)...

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Abstract

Disclosed is an interactive non-uniform translucent object rendering method. The method supports the operations such as object model carving, material editing and the like, and all operations can be interactively conducted. The present invention mainly has two technical breakthroughs and innovations: firstly, proposing a novel diffusion equation solving method, overcoming the defect that the former methods cannot generate a rendering result via interaction when the topology structure of the object changes; and secondly, adopting a parallel multi-grid acceleration technology, enabling a rendering process to achieve the interactive or even real time level. The whole solving process is highly parallelized and extraordinarily easy to realize on a GPU, and the rendering result thereof is almost identical with the rendering result of a finite element method consuming more time.

Description

technical field [0001] The invention relates to the technical field of graphics drawing, in particular to a method for drawing a non-homogeneous translucent object. Background technique [0002] The rendering of translucent objects is closely related to the phenomenon of subsurface scattering of objects. Subsurface scattering is when light enters the surface of an object, interacts with the material of the object to scatter, and exits the object from another point on the surface. The subsurface scattering effect of light plays a very important role in the realistic reproduction of many materials, especially translucent materials (such as marble, jade, skin, etc.). However, due to the complexity of this scattering phenomenon, it is very difficult to render these materials quickly and accurately. Existing methods always have various deficiencies in efficiency or otherwise. [0003] The standard method for rendering translucent objects is the Monte Carlo method, including pa...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T19/00G06T15/00
CPCG06T2200/28G06T15/503
Inventor 周昆任重李冬平孙鑫郭百宁
Owner ZHEJIANG UNIV