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研究生:陳相如
研究生(外文):Shiang-Ru Chen
論文名稱:省時的V-Ray渲染方法之研究
論文名稱(外文):The Study of Time-Saving Rendering Scheme based on V-Ray
指導教授:黃文祥黃文祥引用關係王俊堯王俊堯引用關係
指導教授(外文):Wen-Shyang HwangJun-Yao Wang
學位類別:碩士
校院名稱:國立高雄應用科技大學
系所名稱:資訊工程系
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:2009
畢業學年度:97
語文別:中文
論文頁數:55
中文關鍵詞:全域照明渲染準蒙地卡羅光子映射輻照貼圖燈光緩存光跡追蹤光子圖光子圖全域照明渲染採樣點
外文關鍵詞:Global IlluminationRenderQuasi-Monte CarloPhoton mappingIrradiance mapLight cacheRay TracingPhoton map.Global IlluminationcomputerRenderPhoton map
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 As Internet becomes pervasive, the quality of images has improved greatly. It is the reason for adopting Global Illumination (GI) technology to simulate the transfer of light energy in the real world and present realism. GI in its simplest term is simulating indirect illumination in the real world by allowing photon to impact and bounce from objects in a scene, making the rendered picture or image more convincing. Rendering is the conversion from 3D information to 2D pictures by using a computer program called render engine. The most significant render engines, for example, are Lightscape, Mental Ray, Brazil, Final Render, Maxwell, and V-Ray. In particular, V-Ray, in the past three years, was reputed for its speedy GI engine, high quality render effects, and 12 agile rendering methods. It is for this reason that this study adopts V-Ray.
The speedy GI engine may be great, but it is nothing more than a regular lamp if it is not controlled by rendering constraints, and the rendering itself will consume a tremendous amount of time. Rendering a picture with a size of 500 X 375 by using V-Ray with its default settings will cost 1 hour 6 minutes and 3.2 seconds. To preview the ambience of a scene, even a simple quick preview may require a waiting time of more than one hour; and the production of a one-minute animation may require almost three months in rendering. That is an unbearable cost. To solve this problem, this study proposes first improving the sampling density by adjusting the Min Rate, Max Rate, Color Threshold, Normal Threshold and Distance Threshold according to image requirements, before preparing a photon map by using an irradiance map according to the new sampling density. When rendering the final pictures, first add the shadow calculations to the photon map, and then calculate with photon mapping or Quasi-Monte Carlo.
The actual test reveals that the most critical factor to render time is the max sample rate. The trials of lighting and environment ambience may adopt the parameters recommended by this study; it may save 90.25% time with photon mapping and 38.97% time with Quasi-Monte Carlo compared to using the default settings of V-Ray, without wasting time on testing. In the case of static pictures, the max rate may be adjusted higher; it may take a longer time, but the resulting details are more exquisite. In the case of rendering motion pictures, the parameters proposed by this study are also recommended; despite the reduction of the quality and detail level, the difference is not visible to naked eyes, and render time may be saved as high as 39.9%, which also means a large amount of production cost will be saved, when compared with using the default settings of V-Ray. This study can help render specialists in practice and offer reference of future 3D rendering to Wisdom-Phoneix Integration Co., Ltd.
中文摘要.i
英文摘要.ii
目錄.iv
圖目錄.v
表目錄.vii

第一章、緒論.1
1.1研究動機.1
1.2研究目的.5
1.3論文章節介紹.5

第二章、相關背景.6
2.1概述.6
2.2渲染(Render).7
2.2.1渲染方程式.8
2.3光跡追蹤(Ray Tracing).9
2.4準蒙地卡羅(Quasi-Monte Carlo).13
2.5輻照貼圖(Irradiance map).15
2.6光子映射(Photon mapping).16
2.7燈光緩存(Light cache).18

第三章、省時的V-Ray渲染方法.19
3.1三種形態的省時方法.19
3.2研究架構.21
3.2.1 GI採樣點密度.24
3.2.2渲染.27

第四章、實作結果與討論.31
4.1實作說明及平台.31
4.2實作結果.34
4.2.1實作一:採樣點最小比率與時間的關係.34
4.2.2實作二:採樣點最大比率與時間的關係.39
4.2.3實作三:渲染三種形態最適參數.45

第五章、結論與未來研究方向.55

參考文獻.56
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