基于物理的次表面散射繪制方法
[Abstract]:With the development of graphics technology and the improvement of computer computing ability, realistic rendering technology is more and more widely used in video animation, video games, simulation and other fields. Materials with a high degree of realism play an important role in the whole rendering process. At present, mainstream commercial renderings such as PRman,Arnold have their own material systems, and artists combine various materials and adjust their parameters. You can use these renderings to render photo-level realistic images, and eventually these stunning images are made into movies and presented to the audience. The commercial renderer offers two types of materials, one of which can be used to simulate hard surfaces such as glass, plastic, stainless steel and so on, because of the low difficulty of implementation and the early development of the basic materials, they have become more and more mature. The special material with subsurface scattering such as skin has been an important factor to evaluate the quality of a realistic renderer because of its high implementation difficulty and late development. On the other hand, because all non-conducting organisms have subsurface scattering properties, this material is widely used in film, television and games. Due to the slow convergence rate of the subsurface scattering material simulated by pure physics, it can not be applied in practice, and then the subsurface scattering material which is similar to the simulated subsurface scattering material emerges as the times require. However, these approximate methods have their own advantages and disadvantages. Some of them have fast rendering speed but generally complex process effects, while some simple process effects are first class but rendering speed is relatively slow. However, there are few researches on real-time subsurface scattering at present. The method proposed by Xu Kun can only be applied to the case where the illumination environment of an object is invariant. In this paper, two different subsurface scattering algorithms are studied in depth, and how to realize the subsurface scattering material under the renderman standard renderer is studied deeply, and a complete set of implementation is given. The experimental results are compared and analyzed. Then, a real-time subsurface scattering algorithm based on GPU is proposed, which is divided into two steps. In the first step, the texture coordinates of each coloring point are obtained by using the importance sampling method of BSSRDF. They are stored in the map. In the second step, when each coloring point is calculated, the coloring point color is obtained by merging the direct illumination of the object surface according to the texture coordinates obtained from the previous step. The main work of this paper is: 1. The fast hierarchical surface scattering based on point cloud is studied. The distribution of point cloud in REYES architecture renderer is optimized, and the multi-layer surface scattering algorithm is combined. In this paper, a fast hierarchical surface scattering algorithm with surface roughness is proposed, which can simulate smooth jade. A method is proposed to realize the subsurface scattering algorithm based on BSSRDF importance sampling in renderman renderer. In this paper, a simple and efficient BVH tree construction method is proposed for the intersection of light and scene. By improving the intersection algorithm of ray and quadrilateral in the previous renderer, a real-time subsurface scattering algorithm based on GPU is proposed by pre-calculating the important sampling points of BSSRDF and storing them into the map. For the first time, the method allows the illumination of objects to change in real time.
【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】:2015
【分類號】:TP391.41
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