Rendering method for semitransparent objects under spherical Gaussian light source

A spherical Gaussian, translucent technology used in the field of graphics rendering
CN102903131BActive Publication Date: 2015-04-15TSINGHUA UNIV

Patent Information

Authority / Receiving Office
CN Β· China
Patent Type
Patents(China)
Current Assignee / Owner
TSINGHUA UNIV
Publication Date
2015-04-15

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Abstract

The invention belongs to the technical field of image rendering and discloses a rendering method for semitransparent objects under the spherical Gaussian light source. The method comprises steps of simulating environment light through the spherical Gaussian light source, establishing a fit coefficient lookup table related to a spherical Gaussian light source radius and an incident angle, calculating the contribution of all incident points which are subjected to multiple scattering on the light intensity of emergent points, obtaining the contribution of all incident points which are subjected to multiple scattering on the light intensity of emergent points, and calculating the contribution of all incident points which are subjected to single scattering on the light intensity of emergent points. The sum of the contribution of all incident points which are subjected to multiple scattering on the light intensity of emergent points and the contribution of all incident points which are subjected to single scattering on the light intensity of emergent points is actual light intensity of emergent points. The light source of which the radius and the intensity are variable can be simulated through a spherical Gaussian function, the spherical Gaussian light source can represent a small and bright light source and a large and dark light source, the physics law is met, the environment light is simulated well, and the rendering for semitransparent objects is actual.
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Description

technical field

[0001] The invention relates to the technical field of graphics rendering, in particular to a method for rendering translucent objects under a spherical Gaussian light source. Background technique

[0002] Photorealistic graphics generation often involves the need to accurately simulate translucent materials. In fact, in a broad sense, most materials, such as marble, jade, wax, milk, fruit, and human skin, are translucent, giving a smooth and soft appearance. feature. In order to simulate the effect of translucency, a common method is to consider the contribution of incident light to any exit point, which we call the Bidirectional Subsurface Reflectance Function (BSSRDF).

[0003] In 2001, Jensen et al. first proposed an effective BSSRDF model in the paper "A practical model for subsurface light transport". They assumed that the translucent object is uniform, and divided the number of light scattering inside the translucent object into Consider once and mu...

Claims

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