高级检索
刘圆, 吴佳泽, 郑昌文. 真实感眩光效果实时绘制[J]. 计算机辅助设计与图形学学报, 2013, 25(6): 880-889.
引用本文: 刘圆, 吴佳泽, 郑昌文. 真实感眩光效果实时绘制[J]. 计算机辅助设计与图形学学报, 2013, 25(6): 880-889.
Liu Yuan, Wu Jiaze, Zheng Changwen. Rendering Realistic Glare in Real-Time[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(6): 880-889.
Citation: Liu Yuan, Wu Jiaze, Zheng Changwen. Rendering Realistic Glare in Real-Time[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(6): 880-889.

真实感眩光效果实时绘制

Rendering Realistic Glare in Real-Time

  • 摘要: 针对现有眩光效果绘制方法的真实感和速度问题, 提出一种基于GPU的真实感眩光效果绘制方法.首先根据光圈和镜头生成带有随机镜头噪声的二维衍射光栅图像;其次考虑夫琅禾费和菲涅耳2种不同的衍射效果, 利用预存算法系数的快速傅里叶变换模拟衍射效果的光学过程, 并通过衍射效果的光谱模型实现真实感绘制, 同时利用2个独立的一维高斯卷积核加速实现bloom效果;再通过随机小角度旋转和混合操作进行真实感增强;最后采用实时光线跟踪渲染框架, 在三维场景中实现了真实感眩光效果的实时绘制.该方法的主要步骤采用CUDA实现, 充分利用了GPU强大的并行计算能力并兼顾考虑存储器优化策略.实验结果表明, 文中方法绘制结果具有较强的真实感和实时性.

     

    Abstract: To address the problems of current realistic glare rendering approaches, this paper presents a GPU based real-time method for rendering realistic glare.Firstly, the diffraction grating with random lens noise is efficiently generated according to lens aperture.Secondly, based on diffraction principle, a fast Fourier transformation algorithm with pre-computed coefficients is employed to simulate both Fraunhofer and Fresnel diffraction, and a spectrum model is used to achieve photorealistic rendering and two independent one-dimension Gaussian kernels are introduced to achieve bloom effect.Thirdly, we apply random small rotation operations and blend operations to enhance the photorealism.Finally, the glare effect can be added into a three-dimensional scene with the new glare rendering approach integrated into a real-time ray tracing framework.Our method is implemented on CUDA architecture and efficiently utilizes the powerful GPU parallel processing capability and memory hierarchy.Experimental results show that our method can achieve real-time performance and improve realism of scenes.

     

/

返回文章
返回