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An accelerated rendering method for multi-light source scenes based on multi-directional voxelization of scenes

A voxelization and multi-directional technology, applied in 3D image processing, instrumentation, computing, etc., can solve the problem of increased shadow map redundancy and achieve the effect of fast visibility judgment

Active Publication Date: 2020-01-07
BEIHANG UNIV
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  • Abstract
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0009] For scenes with a large number of light sources, there is redundancy between shadow maps drawn from these light sources, and as the scene complexity and number of light sources increase, the redundancy between shadow maps increases

Method used

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  • An accelerated rendering method for multi-light source scenes based on multi-directional voxelization of scenes
  • An accelerated rendering method for multi-light source scenes based on multi-directional voxelization of scenes
  • An accelerated rendering method for multi-light source scenes based on multi-directional voxelization of scenes

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specific Embodiment

[0038] 1) Fixed time ray-scene intersection

[0039] The calculation of ray-scene intersection can be accelerated by approximating the geometric scene. Multi-directional voxelization of geometric scenes is computed by Algorithm 1.

[0040] Algorithm 1 Multi-directional voxelization algorithm for geometric scenes

[0041] Input: 3D model S represented by a triangle

[0042] Output: The result of multi-directional voxelization, which is stored in a two-dimensional array V.

[0043] Algorithm steps:

[0044] (1) Set the increment k of the angle of each direction;

[0045] (2) The algorithm traverses the angles θ and Φ in two directions, and increases k degrees each time;

[0046] (3) Initialize the settings

[0047] Calculate V[θ / k][Φ / k] by the depth peeling method (depth peeling), set 1 for voxels containing geometric scene polygon patches, and set 0 for empty voxels. The current layer is then computed by repeated depth peeling until the last layer of depth.

[0048] D...

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Abstract

The invention discloses a multi-light-source acceleration rendering method based on scene multi-direction voxelization, which mainly aims at research and realization of real-time rendering of static scenes and dynamic scenes including a lot of dynamic spot light sources. The method includes following steps: performing multi-direction voxelization on a scene, saving a voxelization result in a two-dimensional voxelization array, determining an output image according to the position of a camera, recording the direction, the color and the world coordinate of each pixel of the output image, paralleling the pixels by employing a GPU, calculating the visibility of each light source and the pixel in each thread of the GPU, determining light according to the positions of light sources and the positions of the pixels, finding a column of penetrating grids in the two-dimensional voxelization array through the light, and determining whether the light is shielded through the column of grids. According to the method, through great calculating ability of the GPU, the rendering speed and efficiency can be greatly improved.

Description

technical field [0001] The invention belongs to the technical field of real-time rendering, and in particular relates to a multi-light source scene accelerated rendering method based on multi-directional voxelization of the scene. Background technique [0002] A large number of dynamic light sources are used in many scenes of computer graphics applications. Drawing complex scenes with multiple light sources is a very important way to enhance the realistic and immersive sense of graphics. Under the existing graphics hardware conditions, although some scenes containing complex geometric models can be interactively operated, the speed of drawing scenes containing a large number of dynamic light sources is still relatively slow and needs to be improved. [0003] Lighting calculation is a time-consuming job, because it involves the calculation of light and visibility of the scene. Although the graphics processor can draw complex scenes quickly, it is extremely time-consuming to ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T15/50
CPCG06T15/506
Inventor 王莉莉孟春雷李晓东赵琦
Owner BEIHANG UNIV