Real‐time screen‐space liquid rendering with complex refractions

Real‐time screen‐space liquid rendering with complex refractions
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具有复杂折射的实时屏幕空间液体渲染

DOI:
10.1002/cav.1707
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发表时间:
2016
影响因子:
1.1
通讯作者:
J. Mitani
J. Mitani
中科院分区:
计算机科学4区
文献类型:
--
作者:
T. Imai;Yoshihiro Kanamori;J. Mitani

文献摘要

被引文献

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基于粒子的液体在真实的实时应用中通常只使用单折射进行渲染,这降低了液体的真实感。我们提出了一种屏幕空间方法,用于在真实的时间内渲染具有多达四次折射的基于粒子的液体。我们的方法将液体颗粒分离成飞溅物和聚集物(即,液态物体),并为每个物体生成一对面向前和面向后的表面的深度图。我们使用飞溅的深度图,但平滑聚合的深度图以减少小的颠簸。为了平滑深度,我们使用移动最小二乘法迭代地局部拟合平面,这与之前基于滤波的方法不同,这些方法会导致深度边界周围出现不期望的折射。通过使用基于物理的光衰减计算折射,我们的方法可以比以前的方法更真实地渲染液体。版权所有© 2016约翰威利父子有限公司.
Particle‐based liquid is often rendered only with single refraction in real‐time applications, which deteriorates the reality of liquid. We present a screen‐space method for rendering particle‐based liquids with up to four refractions in real time. Our method separates liquid particles into splashes and aggregations (i.e., liquid bodies) and generates a pair of depth maps of front‐facing and back‐facing surfaces for each. We use the depth maps of splashes as they are but smooth those of aggregations to reduce small bumps. For smoothing depth, we iteratively fit planes locally using moving least squares, unlike previous filtering‐based approaches that cause undesirable refractions around depth boundaries. By calculating refractions with physically based light attenuation, our method can render liquids more realistically than previous methods. Copyright © 2016 John Wiley & Sons, Ltd.