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Ambient light shielding method

An ambient light occlusion and environment technology, applied in the field of ambient light occlusion, can solve the problems of complex calculation, large amount of calculation, difficult application of global illumination model, etc., to improve rendering performance and achieve stable effects

Active Publication Date: 2018-11-13
ZHONGBEI UNIV
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  • Abstract
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0004] Traditional physics-based lighting methods (such as ray tracing algorithms) can achieve good results, but their calculations are complex and difficult to achieve real-time applications
Using the global light illumination model can get a very realistic picture, but under the current hardware and software technical conditions, global light illumination is a very expensive rendering technology, because it has a huge amount of calculation, and it is difficult to map efficiently To the existing hardware, it often takes a long time to achieve satisfactory results
And interactive rendering systems such as video games, real-scene simulation, digital earth, etc. just need to be able to render output under real-time conditions, which makes it difficult to apply the global light illumination model to these systems

Method used

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Embodiment Construction

[0046] The present invention will be further elaborated and illustrated by the accompanying drawings and specific examples below, but the protection scope of the present invention is not limited by the following examples.

[0047] Using the ambient light occlusion method of the present invention to render the screen space scene includes the following steps:

[0048] Step 1, input the screen space scene to be processed in the g-buffer to generate a coarser resolution, scan the screen space scene to be processed, in each scan, each pixel will combine a finer resolution and other The screen space coordinates and normals of the four corresponding sub-pixels determine the total number of resolutions through the AO radius to obtain the sampling points: the specific method is: determine the total number of resolutions according to the AO radius, retain the space coordinates of one of the four sub-pixels, and use the four The z-values ​​corresponding to sub-pixels are sorted, and then...

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Abstract

The invention specifically relates to an ambient light shielding method, mainly solves the problems that an existing SSAO method is insufficient in sense of depth at corners and wrinkles and not obvious in contrast ratio, and meanwhile applicable to complex and completely dynamic scenes, for achieving stabilization and greatly improving rendering performance. The method comprises the steps of firstly subsequent calculated amounts via downsampling; then introducing a discrete horizontal structure, and computing an outline level and an outline value through sampling depth textures; then reducingthe distance between a current texture pixel and a sub-pixel through using linear or Gaussian attenuation according to the distance, and at last reducing noise influence via smooth filtering. The method is applicable to the fields of video games, animation production and live-action simulation, can relatively realistically simulate a rendering effect of overall illumination under the condition ofreal-time running, and improves aiming at the defects in three aspects: sampling point selection, texture sampling and smooth filtering, and thus via improving the performance and the rendering effect, the method is more applicable to rendering the real-time game scene in the three-dimensional game.

Description

technical field [0001] The invention belongs to the technical field of computer graphics, and in particular relates to an ambient light shading method, which is suitable for video games, animation production, real-scene simulation, etc., and which can realistically simulate the rendering of global illumination under the condition of real-time operation Effect, to improve the defects in three aspects of sampling point selection, texture sampling and smoothing filtering, and make it more suitable for rendering of real-time game scenes in 3D games by improving performance and rendering effects. Background technique [0002] The realism of graphic effects depends to a large extent on the physical realism of the lighting model. With the development of graphics hardware and people's strong demand for realistic pictures, there have been many lighting models that can express the mutual lighting effects between objects. Photon mapping, etc. [0003] Ambient Occlusion (AO, Ambient O...

Claims

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Application Information

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IPC IPC(8): G06T15/50
CPCG06T15/50
Inventor 况立群王帆高月孙鑫韩燮
Owner ZHONGBEI UNIV
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