基于kd-tree的分布式實(shí)時(shí)光線跟蹤渲染技術(shù)研究
發(fā)布時(shí)間:2018-03-31 17:49
本文選題:虛擬現(xiàn)實(shí) 切入點(diǎn):光線跟蹤 出處:《哈爾濱工程大學(xué)》2013年碩士論文
【摘要】:隨著信息技術(shù)的不斷發(fā)展,越來(lái)越多的高新技術(shù)應(yīng)用到社會(huì)的各個(gè)領(lǐng)域中來(lái),而作為信息技術(shù)發(fā)展重要驅(qū)動(dòng)力的虛擬現(xiàn)實(shí)技術(shù)也越來(lái)越多地應(yīng)用到規(guī)劃領(lǐng)域中來(lái)。虛擬現(xiàn)實(shí)對(duì)于城市規(guī)劃設(shè)計(jì)、售樓促銷、虛擬社區(qū)及娛樂(lè)和匯報(bào)展示等都具有很重要的意義,人們對(duì)虛擬現(xiàn)實(shí)中的畫(huà)質(zhì)要求也更高,要求畫(huà)質(zhì)更加的趨近真實(shí)以及更加流暢的畫(huà)面。 目前采用的光線跟蹤技術(shù)可以很好的模擬光線的傳播行為,包括環(huán)境光、漫反射光、鏡面光、軟陰影以及光的折射、反射,光線跟蹤雖然可以生成較為真實(shí)的圖形,但是這種算法的缺點(diǎn)是計(jì)算量太大,每計(jì)算一幀都需要花費(fèi)大量的時(shí)間,所以這就限制了光線跟蹤只能應(yīng)用在電影、廣告和CG動(dòng)畫(huà)等離線渲染中,而無(wú)法應(yīng)用在像游戲和模擬駕駛等實(shí)時(shí)渲染應(yīng)用程序中。 本文以光線跟蹤渲染為研究對(duì)象,首先根據(jù)光線跟蹤計(jì)算方法的特點(diǎn),分析算法中最消耗時(shí)間的步驟,在王征等人自適應(yīng)八叉樹(shù)算法的基礎(chǔ)上,結(jié)合大規(guī)模室內(nèi)場(chǎng)景中光源數(shù)量較多的特點(diǎn),提出一種基于kd-tree的潛在可見(jiàn)光源集算法,提高不可見(jiàn)光源剔除的效率,從而提高大規(guī)模室內(nèi)場(chǎng)景下的幀速;另一方面,在晉國(guó)濤的論文研究基礎(chǔ)上,從分布式計(jì)算中的客戶端計(jì)算機(jī)任務(wù)分配方面改進(jìn),,提出一種實(shí)時(shí)反饋任務(wù)分配算法,該算法根據(jù)各個(gè)客戶端的時(shí)間消耗反饋來(lái)調(diào)整任務(wù)下發(fā)的策略,使各個(gè)客戶端的平均幀速趨于相近,從而提高分布式光線跟蹤計(jì)算中的有效渲染幀速。最后,根據(jù)改進(jìn)的算法方案,結(jié)合OpenGL設(shè)計(jì)并實(shí)現(xiàn)出一個(gè)基于kd-tree的分布式實(shí)時(shí)光線跟蹤渲染系統(tǒng)。
[Abstract]:With the continuous development of information technology, more and more high and new technologies are applied to various fields of society. Virtual reality technology, an important driving force for the development of information technology, is increasingly applied to the field of planning. Virtual community, entertainment and presentation are of great significance, and people have higher requirements for the quality of the picture in the virtual reality, which requires the quality of the picture to be closer to the real and more fluent picture. The current ray-tracing techniques can well simulate the propagation behavior of light, including ambient light, diffuse reflection light, specular light, soft shadow and refraction of light, reflection. But the drawback of this algorithm is that it takes a lot of time to compute a frame, so it limits the use of ray tracking in offline rendering, such as movies, ads and CG animations. Can not be used in real-time rendering applications such as games and simulated driving. In this paper, ray-tracing rendering is taken as the research object. Firstly, according to the characteristics of ray-tracing calculation method, the most time-consuming steps in the algorithm are analyzed, and based on the adaptive octree algorithm of Wang Zheng et al. Considering the large number of light sources in large scale indoor scene, a potential visible light source set algorithm based on kd-tree is proposed, which can improve the efficiency of invisible light source removal and improve the frame rate of large scale indoor scene. Based on the research of Jinguotao, a real-time feedback task assignment algorithm is proposed from the aspect of client computer task allocation in distributed computing. The algorithm adjusts the strategy of task sending according to the time consuming feedback of each client, makes the average frame rate of each client tend to be similar, thus improves the effective rendering frame rate in distributed ray tracing calculation. Finally, According to the improved algorithm and OpenGL, a distributed real-time ray tracing rendering system based on kd-tree is designed and implemented.
【學(xué)位授予單位】:哈爾濱工程大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2013
【分類號(hào)】:TP391.9
【參考文獻(xiàn)】
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