A real-time realistic rendering method of human heart
A heart and human body technology, applied in the field of real rendering and surface rendering, it can solve the problems of complex heart surface physics and unsatisfactory heart real-time rendering methods, and achieve the effects of real-time rendering performance, soft heart, and high real-time frame rate.
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[0032] Further description will be made below in conjunction with the accompanying drawings and specific embodiments of the present invention.
[0033] 1. Texture Space Subsurface Scattering
[0034] Donner et al. proposed a multi-dipole model based on the single-dipole model and used the Gaussian kernel function to approximate the multi-dipole model. That is, for the analytical expression R(r) of the diffusion partition map, we can find k w i is the weight v i is the variance, r is the Gaussian kernel function G(v i , r) to approximate, as shown in formula 1:
[0035]
[0036] in,
[0037]
[0038] The texture space scattering technology proposed by Green et al. can effectively use the properties of the Gaussian kernel function to effectively simulate the subsurface scattering effect of the skin surface. The drawing process is as follows:
[0039] 1). Draw shadow map
[0040] 2). Draw the stretch correction map
[0041] 3). Draw lightmaps to offline textures
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