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虛擬家庭裝修系統(tǒng)中實時渲染模塊框架與特效的研究與實現(xiàn)

發(fā)布時間:2018-11-03 13:47
【摘要】:本文對虛擬家庭裝修系統(tǒng)的實時渲染模塊進行詳細介紹與分析。首先根據(jù)系統(tǒng)的特定需求設計并實現(xiàn)了基本的實時渲染架構,整條實時渲染管線分為兩個階段:程序階段和渲染階段。程序階段主要包含基于CellPortal的室內(nèi)場景管理算法,通過分析墻體與門窗的位置等信息實時構造場景的CellPortal圖,并結合攝像機與視域體的信息高效完成可見性測試。渲染階段主要基于次世代渲染框架--延時光照,以高效完成像素級的光照計算,并且為了進一步提升渲染效率,在其中加入諸多優(yōu)化方案,包括將幾何、光強緩存壓縮以減少顯存與帶寬占用率并最終去除顯卡必須支持多渲染目標的限制,采用類似陰影錐判別算法的策略高效檢測出受對應光源影響的像素以及修改具有物理正確性的渲染方程以適應延時光照框架。然后對基于該框架的渲染特效進行了詳細介紹與分析,主要包含柔和陰影和環(huán)境光遮蔽效果。其中,柔和陰影地生成分為室內(nèi)和室外兩套解決方案,室內(nèi)場景采用方差陰影映射算法(VSM)并通過為切比雪夫不等式添加尾項以及將VSM與指數(shù)陰影映射結合以消除溢光現(xiàn)象,室外場景采用光源投影空間陰影映射算法減少陰影邊緣鋸齒并結合Percentage-Closer Soft Shadows完成柔和陰影的生成。最后詳細介紹和分析特別適用于延時光照框架的全局光照特效--屏幕空間環(huán)境光遮蔽,并根據(jù)其低頻性質采用混合分辨率渲染方式提高其渲染效率,在濾波過程中加入雙邊濾波以保持模型邊緣信息。
[Abstract]:In this paper, the real-time rendering module of virtual home decoration system is introduced and analyzed in detail. Firstly, a basic real-time rendering architecture is designed and implemented according to the specific requirements of the system. The whole real-time rendering pipeline is divided into two stages: the program phase and the rendering phase. In the program stage, the interior scene management algorithm based on CellPortal is mainly included. Through analyzing the location of the wall and doors and windows, the scene CellPortal diagram is constructed in real time, and the visibility test is accomplished efficiently by combining the information of the camera and the visual field. The rendering stage is mainly based on the second-generation rendering framework, the delayed illumination, to efficiently accomplish the pixel level illumination calculation. In order to further improve the rendering efficiency, a number of optimization schemes are added to the rendering framework, including geometry. Intensity cache compression to reduce video memory and bandwidth usage and ultimately remove the limitation that graphics cards must support multiple rendering targets, A similar shaded cone discriminant algorithm is used to efficiently detect the pixels affected by the corresponding light source and modify the rendering equations with physical correctness to adapt to the delayed illumination frame. Then, the rendering effects based on the framework are introduced and analyzed in detail, including soft shadows and ambient light shading effects. Among them, soft shadow generation can be divided into indoor and outdoor solutions. Indoor scene uses variance shadow mapping algorithm (VSM) and adds tail items to Chebyshev inequality, and combines VSM with exponential shadow mapping to eliminate light overflow. In the outdoor scene, the shadow mapping algorithm of light source projection space is used to reduce the sawtooth of shadow edge and to complete the generation of soft shadow with Percentage-Closer Soft Shadows. Finally, the global illumination effect, which is especially suitable for the delayed illumination frame, is introduced and analyzed in detail. According to its low frequency properties, the hybrid resolution rendering method is adopted to improve the rendering efficiency. In order to maintain the edge information of the model, a bilateral filter is added in the filtering process.
【學位授予單位】:浙江大學
【學位級別】:碩士
【學位授予年份】:2013
【分類號】:TP391.41

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