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基于著色器的卡通實(shí)時渲染技術(shù)研究

發(fā)布時間:2019-06-10 23:37
【摘要】: 卡通渲染技術(shù)是非真實(shí)感渲染技術(shù)的一種,其目的是通過計算機(jī)自動生成傳統(tǒng)卡通風(fēng)格的模型與場景的繪制效果。卡通渲染技術(shù)用明顯的輪廓和不變的顏色來構(gòu)造一個具有鮮明卡通視覺效果的虛擬世界,與其他渲染效果相比,這種效果更讓人感到親切。 卡通渲染技術(shù)在動漫、電影里都有大量的應(yīng)用,此外,國外已經(jīng)出現(xiàn)了將卡通渲染技術(shù)應(yīng)用到游戲中,生成卡通風(fēng)格的3D場景,以獲得貌似卡通渲染的獨(dú)特視覺效果的游戲產(chǎn)業(yè)發(fā)展趨勢。而我國在數(shù)字娛樂方面的研究與國外相比還比較落后,只有浙江大學(xué)等幾所高校從事包括卡通渲染在內(nèi)的非真實(shí)感渲染技術(shù)研究。 出于我個人多年形成的對卡通、動漫、電子游戲的濃厚興趣,我選擇了卡通渲染技術(shù)的研究作為畢業(yè)課題。我希望能夠拋磚引玉,作為一個小小的火種,帶動更多的人對我國數(shù)字娛樂產(chǎn)業(yè)發(fā)展的思考、探索和研究。 本文首先介紹了卡通的來源和發(fā)展歷程,接著,概述了卡通渲染技術(shù)的起源、研究現(xiàn)狀、應(yīng)用和關(guān)鍵技術(shù),還將卡通渲染與其他非真實(shí)感渲染做了直觀地比較。之后,本文分章節(jié)研究了卡通渲染技術(shù)涉及的幾項(xiàng)關(guān)鍵技術(shù):輪廓線檢測、輪廓線繪制、著色器編程、卡通著色。 可編程的圖形流水線是在固定功能圖形流水線的基礎(chǔ)上,在幾何處理階段增加了可編程的變換和光照模塊,即頂點(diǎn)著色器;以及在光柵化階段增加了可編程的紋理、濾波和混合模塊,即像素著色器。通過編寫自己的頂點(diǎn)著色器和像素著色器程序,就可以完成甚至超越固定功能模塊的工作。 輪廓線是卡通風(fēng)格繪制的基礎(chǔ),二三維卡通畫在表現(xiàn)模型的時候,通常用輪廓線來勾勒形狀,并用粗線來表現(xiàn)模型的重要特征。本文給出了包括卡通渲染在內(nèi)的非真實(shí)感渲染領(lǐng)域中輪廓線的定義及分類,并用數(shù)學(xué)的語言,梳理了包括物體輪廓線、折痕、暗示輪廓線在內(nèi)的多種輪廓線的數(shù)學(xué)描述。在輪廓線數(shù)學(xué)描述的基礎(chǔ)上,綜合運(yùn)用數(shù)學(xué)知識,把輪廓線的數(shù)學(xué)描述轉(zhuǎn)換成候選的線形生成算法,實(shí)現(xiàn)了針對三維模型的輪廓線實(shí)時提取和繪制,并給出實(shí)驗(yàn)結(jié)果。 卡通著色是計算卡通風(fēng)格的光照并由此決定像素顏色的過程,只不過這種著色有些特殊,效果不同于傳統(tǒng)的真實(shí)感光照模型。本文從簡單光照模型和幾種經(jīng)典明暗處理模型出發(fā),對純灰色著色、黑白色漸變著色、冷暖色對比等著色方法進(jìn)行了實(shí)驗(yàn),并直觀地給出實(shí)驗(yàn)結(jié)果,探討了適合卡通渲染的卡通著色方法。 最后,本文對目前的工作進(jìn)行了總結(jié),并提出了改進(jìn)的方向以及將來的工作。
[Abstract]:Cartoon rendering technology is a kind of non-realistic rendering technology, the purpose of which is to automatically generate the traditional cartoon style model and scene rendering effect by computer. Cartoon rendering technology uses obvious contours and constant colors to construct a virtual world with distinct cartoon visual effects, which is more cordial than other rendering effects. Cartoon rendering technology has a lot of applications in animation and movies. In addition, cartoon rendering technology has been applied to games in foreign countries to generate cartoon style 3D scenes. In order to obtain the unique visual effect of cartoon rendering, the development trend of the game industry. However, compared with foreign countries, the research of digital entertainment in our country is still relatively backward. Only several colleges and universities, such as Zhejiang University, are engaged in the research of non-realistic rendering technology, including cartoon rendering. Out of my personal interest in cartoons, anime and video games formed for many years, I chose cartoon rendering technology as my graduation project. I hope to be able to throw bricks to attract jade, as a small fire, drive more people to think, explore and study the development of digital entertainment industry in our country. This paper first introduces the origin and development of cartoons, then summarizes the origin, research status, application and key technologies of cartoon rendering technology, and also makes an intuitive comparison between cartoon rendering and other unrealistic rendering. After that, this paper studies several key technologies involved in cartoon rendering technology in chapters: profile detection, outline drawing, shader programming, cartoon coloring. The programmable graphics pipeline is based on the fixed function graphics pipeline, and the programmable transformation and lighting module, that is, the vertex shader, is added in the geometric processing stage. And programmable texture, filtering and mixing modules, that is, pixel shaders, are added in the rasterization phase. By writing their own vertex shaders and pixel shaders, we can complete or even exceed the fixed function module. The outline line is the basis of cartoon style rendering. When the two-three-dimensional cartoon painting is used to describe the model, the outline line is usually used to outline the shape, and the thick line is used to express the important features of the model. In this paper, the definition and classification of contours in the field of non-realistic rendering, including cartoon rendering, are given, and the mathematical descriptions of various contours, including object contours, creases and implied contours, are combed in mathematical language. On the basis of mathematical description of contours, the mathematical description of contours is transformed into candidate linear generation algorithm by using mathematical knowledge, and the real-time extraction and drawing of contours for 3D models are realized, and the experimental results are given. Cartoon coloring is the process of calculating cartoon style lighting and determining pixel color, but this coloring is somewhat special and the effect is different from the traditional realistic lighting model. In this paper, based on the simple lighting model and several classical shading models, the pure gray coloring, black and white gradual coloring, cold and warm color contrast and other coloring methods are tested, and the experimental results are given intuitively. The cartoon coloring method suitable for cartoon rendering is discussed. Finally, this paper summarizes the current work, and puts forward the direction of improvement and future work.
【學(xué)位授予單位】:電子科技大學(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 陳鵬;三維場景光影效果控制與渲染的研究與實(shí)現(xiàn)[D];上海交通大學(xué);2011年

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本文編號:2496818

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