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研究生:張澍元
研究生(外文):Su-Yuan Chang
論文名稱:動態場景熱輻射成像法之研究
論文名稱(外文):A Study on Dynamic Scene Radiosity
指導教授:楊熙年
指導教授(外文):Shi-Nine Yang
學位類別:碩士
校院名稱:國立清華大學
系所名稱:資訊工程學系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:1999
畢業學年度:87
語文別:中文
論文頁數:111
中文關鍵詞:熱輻射成像法動態場景階層式可見度測試法光簇結構
外文關鍵詞:radiositydynamic scenehierarchical visibility testinglight-buffer
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  • 被引用被引用:0
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熱輻射成像法是一種廣域性的影像合成方式,它能夠模擬虛擬場景中複雜的照明計算而產生十分逼真的影像。熱輻射成像法實行的主要困難是在於它的計算量非常的龐大,計算時間長。由於它需要很長的計算時間,所以不適合實現在含有動態物體或具有互動性編輯的系統中。本篇論文的重點就是提出兩種新的熱輻射成像演算法提昇動態場景的計算速度。
第一種方法是直接改良傳統階層式熱輻射成像法中耗時最多的可見度測試計算。我們提出一種階層式的可見度測試法,它可以很快的找到因物體移動而更新的鏈結,並避免計算沒有變動的部分。所以它能達到加速動態場景成像的效果。
至於第二種改進方法,是根據光場理論而提出的一種新式的光簇結構來解決動態物體對於場景中其他部分的影響。其基本原理乃是將動態物體的週遭能量暫存於光簇結構中,使得因物體移動所產生的能量更新計算僅限於區域性光簇結構,而避免了全域性的更新計算。
本研究除了學理性的推導外,並經實例驗證上述兩種方法不但可行且明顯地改進動態場景之成像效果。

The radiosity method for simulating global illumination has been used to produce some of the most realistic synthetic image to date. However, the computation time required by its traditional algorithm is too long to be applicable to dynamic environments. In this thesis, we propose two approaches to extend the traditional radiosity algorithm to dynamic environments, that is, virtual scene whose objects are subject to be modified interactively.
Our first approach is to devise a hierarchical link indexing scheme and a hierarchical visibility testing algorithm, so that those changed links in hierarchical radiosity due to scene modification can be identified rapidly. Then, instead of computing the illumination of the entire changed environment, only those changed links are required updating. In the second approach, we propose light buffer data structure to localize the computation of energy exchange. The basic notion of light buffer is to store light distribution around dynamic object in a light field liked structure. Then, the computation due to global illumination of the scene change is confine to the interaction between light buffer and enclosed local scene.
Finally, some empirical tests are given to show that our proposed approaches are not only feasible but also achieve interactive frame rate.

前言1
感謝3
第一章電腦圖學與影像合成4
第一節以影像為基礎的影像合成5
第二節區域照明的影像合成8
第三節廣域照明的影像合成10
第四節總結14
第二章熱輻射成像法15
第一節熱輻射成像法15
第二節階層式熱輻射成像法25
第三節動態場景熱輻射成像法31
第三章階層式可見度測試法35
第一節動態場景成像系統分析35
第二節能量交換鏈結的階層架構41
第三節階層式可見度測試法 - HVT44
第四節可忽略的可見度改變53
第五節HVT與可見度計算58
第六節實驗結果60
第四章光場與IRRADIANCE VOLUME69
第一節光場與照明圖69
第二節IRRADIANCE VOLUME73
第五章光簇結構與動態場景的成像78
第一節光簇結構78
第二節應用光簇結構處理動態場景83
第三節實驗結果90
第六章結論與未來研究方向94
參考資料95

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