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異構(gòu)建模渲染系統(tǒng)數(shù)據(jù)轉(zhuǎn)換方法研究

發(fā)布時間:2018-06-04 18:48

  本文選題:數(shù)據(jù)轉(zhuǎn)換 + 建模軟件。 參考:《山東大學(xué)》2009年碩士論文


【摘要】: 在圖形制作中,渲染是3D創(chuàng)意的基礎(chǔ),也是3D制作中決定最終圖像效果的關(guān)鍵環(huán)節(jié)。目前商業(yè)、非商業(yè)的渲染器廣泛應(yīng)用于動漫制作、科學(xué)模擬、圖形繪制等多個領(lǐng)域.著CG技術(shù)的發(fā)展,渲染的計算量日益增加,單個計算機(jī)難以滿足巨大的計算量需求,集群渲染應(yīng)運(yùn)而生。集群渲染平臺可以提供公共渲染服務(wù).但在實際應(yīng)用中,用戶使用不同建模軟件制作場景,選擇某種渲染器來實現(xiàn)某種渲染特效,這要求渲染平臺安裝相應(yīng)的渲染器,以滿足提供公共渲染服務(wù)的需求。 CG技術(shù)發(fā)展過程中一直沒有制定統(tǒng)一的工業(yè)標(biāo)準(zhǔn),導(dǎo)致目前廣泛使用的建模軟件(如Maya、3DMax)、渲染軟件(如mental ray、RenderMan等)所采用的數(shù)據(jù)結(jié)構(gòu)、數(shù)據(jù)組織方法和數(shù)據(jù)在系統(tǒng)中的存儲和表現(xiàn)形式都各不相同。由于渲染器的輸入接口不統(tǒng)一,導(dǎo)致模型的制作過程必須與渲染器緊密聯(lián)系在一起,很多時候需要手工轉(zhuǎn)化數(shù)據(jù)。目前的3D建模軟件模型轉(zhuǎn)換功能并不完美,經(jīng)常會出現(xiàn)數(shù)據(jù)元素缺失的情況,造成場景嚴(yán)重失真。異構(gòu)的建模軟件及渲染器之間的模型轉(zhuǎn)換問題,對軟件間集成應(yīng)用造成了障礙,因此如何共享建模、渲染軟件已有的模型資源,處理異構(gòu)系統(tǒng)的模型之間的轉(zhuǎn)換,已經(jīng)成為系統(tǒng)開發(fā)中迫切需要解決的問題。 針對當(dāng)前集群渲染平臺的需求,本文以RenderMan和mental ray的接口標(biāo)準(zhǔn)為主要設(shè)計依據(jù),對異構(gòu)渲染系統(tǒng)數(shù)據(jù)轉(zhuǎn)換進(jìn)行了研究,提出了一種基于中性文件的異構(gòu)數(shù)據(jù)模型轉(zhuǎn)換的模板。根據(jù)3D數(shù)據(jù)模型的特點,提出模型轉(zhuǎn)換的映射方法,經(jīng)過一系列的特征抽取、屬性匹配、應(yīng)用封裝將建模軟件的模型轉(zhuǎn)換為渲染軟件的模型。進(jìn)一步,給出以該轉(zhuǎn)換方法為指導(dǎo)的實現(xiàn)工具:MayaExport,通過實例證明該方法的有效性。 本文的主要工作包括: 1.針對渲染器模型描述標(biāo)準(zhǔn)不統(tǒng)一的問題,以RenderMan、mental ray標(biāo)準(zhǔn)為依據(jù),采用分層思想,制定可擴(kuò)展的模型轉(zhuǎn)換中性文件。渲染器通過插件或修改源碼的方式增加新功能時,中性文件通過添加新標(biāo)簽可以提供支持. 2.針對建模軟件與渲染器的異構(gòu)問題,在Maya、3DMax等建模軟件及mental ray、RenderMan等渲染器標(biāo)準(zhǔn)的基礎(chǔ)上,提出基于數(shù)據(jù)和命令的模型轉(zhuǎn)換方法。 3.針對渲染器內(nèi)部算法差異造成的轉(zhuǎn)換過程模型精度差異與數(shù)值理解誤差問題,通過集成建模軟件與渲染器,交互的控制轉(zhuǎn)換的等級和參數(shù)的調(diào)節(jié)。 本文的工作已經(jīng)成功地用于山東省動漫渲染平臺中。 在上述研究的基礎(chǔ)上,本文還需要在著色器和過程紋理等方面進(jìn)一步開展工作。
[Abstract]:Rendering is not only the foundation of 3D creation, but also the key link to determine the final image effect. At present, commercial, non-commercial renderer is widely used in animation production, scientific simulation, drawing and other fields. With the development of CG technology, the computation of rendering is increasing day by day, so it is difficult for a single computer to meet the huge demand of computation, so cluster rendering emerges as the times require. The cluster rendering platform can provide public rendering services. However, in practical applications, users use different modeling software to create scenes and select a renderer to implement a certain rendering effect, which requires the rendering platform to install the corresponding renderer to meet the requirements of providing public rendering services. During the development of CG technology, there has been no uniform industrial standard, which leads to the data structure used in the widely used modeling software (such as Maya3 D MaxX, rendering software (such as mental rayne RenderMan, etc.). Data organization methods and data storage and representation in the system are different. Because the input interface of the renderer is not uniform, the process of making the model must be closely related to the renderer. In many cases, it is necessary to transform the data manually. The current 3D modeling software model transformation function is not perfect, often there are data elements missing, resulting in serious distortion of the scene. The problem of model conversion between heterogeneous modeling software and renderer creates obstacles to the application of software integration, so how to share modeling, render the existing model resources of the software, and handle the transformation between models of heterogeneous systems. It has become an urgent problem in system development. According to the demand of the current cluster rendering platform, based on the interface standard of RenderMan and mental ray, this paper studies the data conversion of heterogeneous rendering system, and proposes a template for the conversion of heterogeneous data model based on neutral files. According to the characteristics of 3D data model, the mapping method of model transformation is proposed. After a series of feature extraction and attribute matching, the model of modeling software is transformed into the model of rendering software by encapsulation. Furthermore, a realization tool named: Maya Export, which is guided by the transformation method, is given, and the effectiveness of the method is proved by an example. The main work of this paper includes: 1. In order to solve the problem that the model description standard of renderer is not uniform, based on the Render mental ray standard, an extensible model conversion neutral file is developed by using the idea of stratification. When the renderer adds new functionality by plug-in or by modifying the source code, neutral files can be supported by adding new tags. 2. Aiming at the isomerism of modeling software and renderer, a model transformation method based on data and command is proposed based on the modeling software such as Maya3DMax and mental renderman. 3. In order to solve the problem of the model accuracy difference and numerical understanding error caused by the algorithm difference within the renderer, the level and parameter adjustment of the conversion are interactively controlled by integrating the modeling software with the renderer. The work of this paper has been successfully used in the animation rendering platform of Shandong Province. On the basis of the above research, this paper needs further research on shader and process texture.
【學(xué)位授予單位】:山東大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2009
【分類號】:TP391.41

【引證文獻(xiàn)】

相關(guān)碩士學(xué)位論文 前1條

1 甄菲菲;渲染引擎研發(fā)中關(guān)鍵技術(shù)的研究與實現(xiàn)[D];山東大學(xué);2010年

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本文編號:1978469

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