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朱家敏, 林港, 宋晓峰, 刘艳丽, 张建伟, 张严辞. 基于小波的顺序独立半透明渲染[J]. 计算机辅助设计与图形学学报, 2022, 34(5): 760-767. DOI: 10.3724/SP.J.1089.2022.19186
引用本文: 朱家敏, 林港, 宋晓峰, 刘艳丽, 张建伟, 张严辞. 基于小波的顺序独立半透明渲染[J]. 计算机辅助设计与图形学学报, 2022, 34(5): 760-767. DOI: 10.3724/SP.J.1089.2022.19186
Zhu Jiamin, Lin Gang, Song Xiaofeng, Liu Yanli, Zhang Jianwei, Zhang Yanci. Wavelet-Based Order Independent Transparency[J]. Journal of Computer-Aided Design & Computer Graphics, 2022, 34(5): 760-767. DOI: 10.3724/SP.J.1089.2022.19186
Citation: Zhu Jiamin, Lin Gang, Song Xiaofeng, Liu Yanli, Zhang Jianwei, Zhang Yanci. Wavelet-Based Order Independent Transparency[J]. Journal of Computer-Aided Design & Computer Graphics, 2022, 34(5): 760-767. DOI: 10.3724/SP.J.1089.2022.19186

基于小波的顺序独立半透明渲染

Wavelet-Based Order Independent Transparency

  • 摘要: 实时渲染半透明物体是提高游戏画面真实感的重要因素,为了在兼顾质量的同时提高半透明物体渲染的速度,提出使用小波级数重建半透明物体透射率的顺序独立半透明(order-independent transparency,OIT)渲染算法.在渲染半透明物体时,首先通过光栅化得到每个像素对应的所有半透明片元;然后根据深度值将半透明片元的吸收率投影至小波尺度函数,计算并累计系数,得到重建每个像素对应的透射率函数所需的信息;最后在计算半透明片元对某一像素的贡献时,取出该像素处保存的小波系数以重建透射率函数,代入深度值计算出其透射率,将该片元的颜色累计至最终像素.实验使用半透明的Utah teapot,Stanford dragon等数据在GTX 980显卡上进行渲染,结果表明,在不同场景中本文算法比基于矩的OIT算法效率提升了10%~40%.将基于并发链表的OIT算法作为准确结果,本文渲染结果的均方误差(root mean square error,RMSE)不超过1.5%.

     

    Abstract: Rendering transparent objects in real-time is an important factor in improving the realism of the game screen.In order to improve the speed of rendering transparent objects while maintaining the quality,an or-der-independent transparency(OIT)rendering algorithm is proposed which uses wavelet series to reconstruct the transmittance of transparent objects.Firstly,all transparent fragments corresponding to each pixel are obtained by rasterization when rendering transparent objects.Then,according to the depth value,the absorption rate of the transparent fragments is projected to the wavelet scaling function,and the coefficients are calculated and accu-mulated to get the information needed to reconstruct the transmittance function per pixel.Finally,the wavelet co-efficients saved at the pixel are taken out to reconstruct the transmittance function,and the transmittance is calcu-lated by substituting the depth value to the reconstructed function.And the color of the fragment is accumulated to the final pixel according to the transmittance.The experiment uses transparent Utah teapot,Stanford dragon and other data to test on the GTX 980 graphics card.The results show that compared with the moment-based OIT algorithm,our algorithm has an efficiency improvement of about 10%to 40%in different scenes.Taking the OIT algorithm based on the concurrent linked list as ground truth,the root mean square error(RMSE)of the rendering results in this paper are no more than 1.5%.

     

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