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渲染引擎研發(fā)中關(guān)鍵技術(shù)的研究與實(shí)現(xiàn)

發(fā)布時(shí)間:2019-05-11 21:10
【摘要】: 計(jì)算機(jī)圖形學(xué)飛速發(fā)展,新的渲染技術(shù)不斷出現(xiàn),同時(shí),動(dòng)漫、影視、游戲、廣告、科學(xué)可視化等領(lǐng)域?qū)︿秩拒浖囊笠苍絹碓礁摺T械匿秩拒浖仨毑粩嗌壐虏拍軡M足人們的需求。這也使得新的渲染引擎不斷出現(xiàn),以滿足各行各業(yè)對不同渲染技術(shù)的要求。 渲染器的種類繁多,功能不一。有商業(yè)軟件Mental Ray,簡單的操作和高超的渲染質(zhì)量,使其在好萊塢電影的特技制作中廣泛使用,但是價(jià)格昂貴;PRMan是另一款渲染軟件,高超的渲染質(zhì)量和快速的渲染能力,使其廣泛應(yīng)用在動(dòng)畫電影和影視特效等高端領(lǐng)域,但它對使用者的編程、數(shù)學(xué)和物理知識等要求較高,很難掌握。也有免費(fèi)軟件Brazil,擁有強(qiáng)大的折射和反射功能,渲染效果強(qiáng)大,但是渲染速度緩慢;Blender是一款開源的建模渲染軟件,具有很好的光線跟蹤、光能傳遞等功能。現(xiàn)有環(huán)境為渲染引擎的研發(fā)提供了廣闊的平臺。 針對“公共計(jì)算服務(wù)網(wǎng)格平臺”課題面向動(dòng)漫制作產(chǎn)業(yè)應(yīng)用,在計(jì)算機(jī)圖形及媒體計(jì)算等領(lǐng)域展開關(guān)鍵技術(shù)研究,為媒體計(jì)算和渲染服務(wù)為核心的公共服務(wù)平臺提供支撐技術(shù)和軟件的目標(biāo),提出研發(fā)自主版權(quán)的渲染軟件、動(dòng)漫制作素材管理軟件和渲染管理軟件,并基于這些軟件構(gòu)建集群渲染平臺。 本文給出了渲染引擎開發(fā)中關(guān)鍵技術(shù)的研究和具體實(shí)現(xiàn)的過程。本文的主要工作包括: 1.探討渲染引擎研發(fā)中的關(guān)鍵技術(shù),并結(jié)合實(shí)際的需求,給出渲染引擎開發(fā)的具體的方法和實(shí)現(xiàn)過程。 2.基于RenderMan接口標(biāo)準(zhǔn)和Blender開源軟件,開發(fā)出渲染引擎BlenMan的雛形,實(shí)現(xiàn)對RenderMan接口文件的渲染。 3.基于“利用降維映射進(jìn)行過程shader反走樣”的思想和實(shí)際背景,制定出“基于預(yù)采樣過程shader反走樣”具體的處理方法;并把此反走樣的方法應(yīng)用到渲染引擎中,加速過程shader反走樣渲染。 在上述工作的基礎(chǔ)上,本文還需要在渲染引擎的完善和功能擴(kuò)展等方面進(jìn)行深入研究。對Blender渲染引擎與RenderMan渲染引擎的差異性進(jìn)行全面分析,完善屬性映射;完善BlenMan渲染引擎反走樣加速渲染的功能;優(yōu)化BlenMan渲染流程,加速動(dòng)畫渲染。
[Abstract]:With the rapid development of computer graphics, new rendering technologies continue to emerge. At the same time, animation, film and television, games, advertising, scientific visualization and other fields of rendering software requirements are also getting higher and higher. The original rendering software must be constantly updated to meet people's needs. This also makes the new rendering engine continue to appear to meet the requirements of different rendering technologies in various industries. There are many kinds of renderers and different functions. There are commercial software Mental Ray, simple operation and superb rendering quality, so that it is widely used in Hollywood film stunt production, but the price is expensive; PRMan is another rendering software with excellent rendering quality and fast rendering ability, which makes it widely used in animated movies and film and television special effects and other high-end fields, but it requires high requirements for users' programming, mathematics and physics, so it is difficult to master. There is also free software Brazil, has powerful refraction and reflection function, rendering effect is powerful, but rendering speed is slow; Blender is an open source modeling rendering software, with good ray tracing, light energy transmission and other functions. The existing environment provides a broad platform for the research and development of rendering engine. Aiming at the project of "Public Computing Service Grid platform", which is oriented to the application of animation production industry, the key technology research is carried out in the fields of computer graphics and media computing. To provide the goal of supporting technology and software for media computing and rendering service as the core public service platform, this paper puts forward the research and development of independent copyright rendering software, animation production material management software and rendering management software. And based on these software to build a cluster rendering platform. In this paper, the research and implementation of key technologies in rendering engine development are given. The main work of this paper includes: 1. This paper discusses the key technologies in the research and development of rendering engine, and gives the concrete method and implementation process of rendering engine development according to the actual requirements. 2. Based on RenderMan interface standard and Blender open source software, the embryonic form of rendering engine BlenMan is developed, and the rendering of RenderMan interface file is realized. 3. Based on the idea and practical background of "using dimension reduction mapping to carry out process shader anti-aliasing", the concrete treatment method of "shader anti-aliasing based on pre-sampling process" is worked out. The anti-aliasing method is applied to the rendering engine to accelerate the process of shader anti-aliasing rendering. On the basis of the above work, this paper also needs to carry on the thorough research in the rendering engine consummation and the function expansion and so on. This paper analyzes the difference between Blender rendering engine and RenderMan rendering engine, perfects attribute mapping, perfects the function of anti-aliasing acceleration rendering of BlenMan rendering engine, optimizes BlenMan rendering flow and accelerates animation rendering.
【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】:2010
【分類號】:TP391.41

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