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Real time light tracing method of non linear refraction and reflection on plane and spherical surfaces

A ray-tracing and non-linear technology, applied in image data processing, 3D modeling, instruments, etc., can solve the problem of real-time realistic graphics that cannot handle reflection and refraction scenes

Inactive Publication Date: 2003-04-16
TSINGHUA UNIV
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  • Abstract
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0006] At present, there are many interactive graphics systems that use hardware to process a large number of 3D patches per second, but basically they can only provide the rendering effect of the depth buffer (Z-Buffer) algorithm, and cannot handle the real-time realism of reflection and refraction scenes. graphics problem

Method used

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  • Real time light tracing method of non linear refraction and reflection on plane and spherical surfaces
  • Real time light tracing method of non linear refraction and reflection on plane and spherical surfaces
  • Real time light tracing method of non linear refraction and reflection on plane and spherical surfaces

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Embodiment Construction

[0088] 1. Basic idea

[0089] Such as figure 1 As shown, light L starts from viewpoint A, and reaches point V after refraction and reflection. This is the basic idea of ​​ray tracing. However, given any point V, it is theoretically difficult to accurately obtain the ray L' from the viewpoint A to the point V through refraction, because the refraction problem is generally nonlinear.

[0090] When a piece of L passes through several reflections or refractions and intersects the plane M of an object at point V, unlike the traditional ray tracing algorithm, we do not use the illumination model to calculate the color value of the corresponding pixel point, but calculate the color value of the point V Optically map the virtual vertex V'. Assume that when the ray L arrives at V after several reflections or refractions, the sum of the lengths of the paths passed is: d=d 1 +d 2 +Λ+d 5

[0091] Then the calculation formula of the virtual vertex V' is: V ...

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Abstract

The optical mapped virtual vertex for each vertex of the polyhedron to be refracted or reflected is calculated. Based on the topological relation of the polyhedron, each virtual vertex is connected to form the virtual object composed of several virtual faces. In rendering, the virtual object is projected to the relevant refraction or reflection surfaces by using recursive algorithm. With being mixed with the color value of the surface, the reality graphics, similar to the graphics obtained by the ray tracing method, is obtained. The invention gives the formula to calculate the virtual vertex P' for any point P in five circumstances: the object inside or outside the plane refractive body, the three-dimension refraction, the spherical surface reflection and refraction as well as the algorithm and drawing procedure.

Description

technical field [0001] A real-time ray-tracing method for planar and spherical nonlinear refraction and reflection belongs to the technical field of computer graphics. Background technique [0002] The ray tracing algorithm is one of the most commonly used algorithms for generating three-dimensional realistic graphics. It is the paper "An improved Illumination Model for Shaded Display" published by T.Whitted in the international journal Comm.ACM, Vol.23, No.6 in 1980. A photorealistic graphics generation method proposed in ". It can generate high-quality realistic graphics, but its calculation speed is relatively slow, so it cannot be applied to real-time interactive application systems. In order to increase the speed of ray tracing, various improvement methods came into being. In 1984, P.S. Heckbert and P. Hanrahan published a paper on "Computer Graphics", and proposed the beam tracking method for the first time. As an improvement of traditional ray tracing, beam tracing...

Claims

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Application Information

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IPC IPC(8): G06T17/00
Inventor 秦开怀
Owner TSINGHUA UNIV
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