跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.96) 您好!臺灣時間:2026/01/23 08:31
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

我願授權國圖
: 
twitterline
研究生:林威任
研究生(外文):Wei-Ren Lin
論文名稱:多層次半透明材質之即時編輯
論文名稱(外文):Real-time multi-layer translucent material editing
指導教授:莊永裕
指導教授(外文):Yung-Yu Chuang
學位類別:碩士
校院名稱:國立臺灣大學
系所名稱:資訊網路與多媒體研究所
學門:電算機學門
學類:軟體發展學類
論文種類:學術論文
論文出版年:2008
畢業學年度:96
語文別:英文
論文頁數:23
中文關鍵詞:半透明材質表層內散射材質編輯事先計算光能轉換即時繪圖
外文關鍵詞:translucent materialssubsurface scatteringmaterial editingPRTreal-time rendering
相關次數:
  • 被引用被引用:0
  • 點閱點閱:169
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
我們在這篇論文中要提出一套系統,他可以讓我們在固定的光源環境下,對多層次半透明物體作材質編輯。這套系統允許使用者
去改變一些參數,像是散射係數與吸收係數,然後可以即時地看到改變後的樣子,並且包含多次散射與單次散射。我們使用PRT技術來事先計算
出每個頂點上的轉移函數,然後再藉著係數與轉移函數的內積,來計算每個頂點的顏色。我們利用GPU的性能來加速,以達到即時的繪製效果。
This paper present a system to do real-time multi-layer translucent material editing under static lighting with multiple scattering and single scattering.
This system allow user to change parameters of BSSRDF function like $sigma_s, sigma_a$, and have real-time rendering feedback.
We use PRT(precomputed radiance transfer) technique to precompute the transport function of each vertex and compute color of each vertex by dot product
of coefficients and transport functions. We use GPU to achieve real-time rendering performance.
中文摘要i
Abstract ii
1 Introduction 1
2 Related Work 3
3 Overview 5
3.1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.2 multi-layer translucent material . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
4 Algorithms 10
4.1 profile combination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
4.2 precomputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
5 Implementation 16
5.1 Precomputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
5.2 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
6 Result 18
6.1 comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
6.2 conclusion and future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Bibliography 22
[1] Chih-Wen Chang, Wen-Chieh Lin, Tan-Chi Ho, Tsung-Shian Huang, and Jung-Hong
Chuang. Real-time translucent rendering using gpu-based texture space importance sampling.
Computer Graphics Forum, 27:517–526, 2008.
[2] Carsten Dachsbacher and Marc Stamminger. Translucent shadow maps. In EGRW ’03:
Proceedings of the 14th Eurographics workshop on Rendering, pages 197–201, Aire-la-Ville,
Switzerland, Switzerland, 2003. Eurographics Association.
[3] Eugene d’Eon, David Luebke, and Eric Enderton. A system for efficient rendering of human
skin. In SIGGRAPH ’07: ACM SIGGRAPH 2007 sketches, page 24, New York, NY, USA,
2007. ACM.
[4] Craig Donner and Henrik Wann Jensen. Light diffusion in multi-layered translucent materials.
ACM Trans. Graph., 24(3):1032–1039, 2005.
[5] Craig Donner and HenrikWann Jensen. A spectral bssrdf for shading human skin. Rendering
Techniques (Proceedings of the Eurographics Symposium on Rendering), pages 409–417,
2006.
[6] Craig Donner and Henrik Wann Jensen. Rendering translucent materials using photon diffusion.
Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering),
pages 234–251, 2007.
[7] Ralf Habel, Alexander Kusternig, and Michael Wimmer. Physically based real-time translucency
for leaves. Rendering Techniques (Proceedings of the Eurographics Symposium on
Rendering), pages 253–263, 2007.
[8] Pat Hanrahan and Wolfgang Krueger. Reflection from layered surfaces due to subsurface
scattering. In SIGGRAPH ’93: Proceedings of the 20th annual conference on Computer
graphics and interactive techniques, pages 165–174, New York, NY, USA, 1993. ACM.
[9] Xuejun Hao and Amitabh Varshney. Real-time rendering of translucent meshes. ACM Trans.
Graph., 23(2):120–142, 2004.
[10] Henrik Wann Jensen and Juan Buhler. A rapid hierarchical rendering technique for translucent
materials. ACM Trans. Graph., 21(3):576–581, 2002.
[11] Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, and Pat Hanrahan. A practical
model for subsurface light transport. In SIGGRAPH ’01: Proceedings of the 28th annual
conference on Computer graphics and interactive techniques, pages 511–518, New York,
NY, USA, 2001. ACM.
[12] Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Peter Seidelz, and Frank Van Reeth. Interactive
rendering of translucent deformable objects. In EGRW ’03: Proceedings of the 14th
Eurographics workshop on Rendering, pages 130–140, Aire-la-Ville, Switzerland, Switzerland,
2003. Eurographics Association.
[13] Ren Ng, Ravi Ramamoorthi, and Pat Hanrahan. All-frequency shadows using non-linear
wavelet lighting approximation. ACM Trans. Graph., 22(3):376–381, 2003.
[14] Peter-Pike Sloan, Jesse Hall, John Hart, and John Snyder. Clustered principal components
for precomputed radiance transfer. ACM Trans. Graph., 22(3):382–391, 2003.
[15] Peter-Pike Sloan, Jan Kautz, and John Snyder. Precomputed radiance transfer for real-time
rendering in dynamic, low-frequency lighting environments. In SIGGRAPH ’02: Proceedings
of the 29th annual conference on Computer graphics and interactive techniques, pages
527–536, New York, NY, USA, 2002. ACM.
[16] Peter-Pike Sloan, Ben Luna, and John Snyder. Local, deformable precomputed radiance
transfer. In SIGGRAPH ’05: ACM SIGGRAPH 2005 Papers, pages 1216–1224, New York,
NY, USA, 2005. ACM.
[17] Jos Stam. Multiple Scattering as a Diffusion Process. In P. M. Hanrahan and W. Purgathofer,
editors, Rendering Techniques ’95 (Proceedings of the Sixth Eurographics Workshop on
Rendering), pages 41–50, New York, NY, 1995. Springer-Verlag.
[18] Xin Tong, JiapingWang, Stephen Lin, Baining Guo, and Heung-Yeung Shum. Modeling and
rendering of quasi-homogeneous materials. ACM Trans. Graph., 24(3):1054–1061, 2005.
[19] Yu-Ting Tsai and Zen-Chung Shih. All-frequency precomputed radiance transfer using
spherical radial basis functions and clustered tensor approximation. ACM Trans. Graph.,
25(3):967–976, 2006.
[20] JiapingWang, Shuang Zhao, Xin Tong, Stephen Lin, Zhouchen Lin, Yue Dong, Baining Guo,
and Heung-Yeung Shum. Modeling and rendering of heterogeneous translucent materials
using the diffusion equation. ACM Trans. Graph., 27(1):1–18, 2008.
[21] Rui Wang, John Tran, and David Luebke. All-frequency interactive relighting of translucent
objects with single and multiple scattering. ACM Trans. Graph., 24(3):1202–1207, 2005.
[22] Kun Xu, Yue Gao, Yong Li, Tao Ju, and Shi-Min Hu. Real-time homogenous translucent
material editing. Computer Graphics Forum, 26(3):545–552, 2007.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top