Multi-light-source acceleration method for programmable shader

A shader, multi-light source technology, applied in 3D image processing, instrumentation, image data processing, etc., can solve the problems of obvious acceleration effect of Lightcuts algorithm, no algorithm implementation scheme is proposed, so as to improve the usability of the algorithm, reduce the construction time, The effect of improving rendering efficiency

Active Publication Date: 2015-03-25
合肥月照数码科技有限公司
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Problems solved by technology

But the shader of the Blender engine is built-in, not as flexible and easy to use as the programmable shader
The literature does not propose an implementation of the algorithm in a programmable s

Method used

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  • Multi-light-source acceleration method for programmable shader
  • Multi-light-source acceleration method for programmable shader
  • Multi-light-source acceleration method for programmable shader

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Embodiment Construction

[0042] The present invention will be further described below in combination with specific embodiments and accompanying drawings.

[0043] The Lightcuts algorithm is mainly divided into two parts: light source clustering and light source cut calculation.

[0044] a. Light source clustering:

[0045] The light source clustering process clusters the light sources in the scene into a binary tree, such as figure 1 shown. Proceed as follows:

[0046] 1) For the set of all light sources of the same type, find the two light sources with the smallest weight. The weight calculation method is shown in formula (1):

[0047] W=I c (a c 2 +c 2 (1–cosβ c ) 2 ) Formula 1)

[0048] where I c is the sum of the brightness of the two light sources, a c It is the diagonal length of the axis-aligned bounding box of the two light sources. The value of c is 0 for point lights and parallel lights. For spotlights, c is a constant that connects the size of the space and the direction...

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Abstract

The invention provides a multi-light-source acceleration method for a programmable shader. A Lightcuts algorithm is executed in the environment of the programmable shader, light sources are clustered into a tree-shaped structure, then the light source tree is cut, the number of light sources for actual rendering is decreased, the relation between rendering time and the number of light sources can be lowered to a sublinear relation, stability is good, and a good acceleration effect can be achieved under most conditions. In addition, the experiments show that the acceleration effect of the algorithm is not ideal for rendering of the shaded area in a scene, and therefore the multi-light-source acceleration method performs optimization. Finally, similar points on the same object are grouped and rendered, and therefore efficiency is further improved.

Description

technical field [0001] The invention relates to the field of graphics realistic rendering, in particular to a typical multi-light source acceleration method based on hierarchical structure. Background technique [0002] In the rendering of large-scale scenes, the increase in the number of light sources will lead to a linear increase in rendering time. For some complex lighting effects, such rendering time is unacceptable. The present invention belongs to the research and development part of the rendering engine in the realistic rendering system. When the engine renders a multi-light source scene, it does not optimize the multi-light source, resulting in unacceptable rendering speed. In order to save costs and improve efficiency, the present invention implements an acceleration scheme for multi-light source scenes for a rendering engine based on the Renderman specification. [0003] There are many ways to optimize the rendering of multi-light source scenes. In the article [A...

Claims

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Application Information

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IPC IPC(8): G06T15/50
CPCG06T15/506
Inventor 孟祥雨王璐徐延宁
Owner 合肥月照数码科技有限公司
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