Cone Tracing for Furry Object Rendering

Cone Tracing for Furry Object Rendering
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用于毛茸茸物体渲染的锥体追踪

DOI:
10.1109/tvcg.2013.270
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发表时间:
2014-08
影响因子:
5.2
通讯作者:
Zhou Kun
Zhou Kun
中科院分区:
计算机科学1区
文献类型:
--
作者:
Qin Hao;Chai Menglei;Hou Qiming;Ren Zhong;Zhou Kun

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我们提出了一种基于圆锥体的光线追踪算法,用于高质量渲染具有反射、折射和散焦效果的毛茸茸物体。通过在一个像素中聚集许多采样射线作为一个单一的锥体,我们显着降低了毛皮纤维薄几何结构所要求的高超采样率。为了降低纤维与锥体相交的成本,我们为纤维几何构造了一个边界体层次结构,以找到可能与锥体相交的纤维,并使用一组连接的条带来近似这些纤维在图像平面上的投影。通过近似去除锥内阴影、不透明度和遮挡的变化,有效地降低了在每个锥内合成和过滤透明样本的计算成本。结果是一种高效的毛发物体光线追踪算法,能够渲染出与其他方法生成的图像质量相当的图像,同时显着减少了渲染时间。我们使用几个示例和用户研究来演示我们的算法的渲染质量和性能。
We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers. To reduce the cost of intersecting fur fibers with cones, we construct a bounding volume hierarchy for the fiber geometry to find the fibers potentially intersecting with cones, and use a set of connected ribbons to approximate the projections of these fibers on the image plane. The computational cost of compositing and filtering transparent samples within each cone is effectively reduced by approximating away in-cone variations of shading, opacity and occlusion. The result is a highly efficient ray tracing algorithm for furry objects which is able to render images of quality comparable to those generated by alternative methods, while significantly reducing the rendering time. We demonstrate the rendering quality and performance of our algorithm using several examples and a user study.
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