Method of displaying optical effects within water using accumulation buffer

Method of displaying optical effects within water using accumulation buffer
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使用累积缓冲器显示水中光学效应的方法

DOI:
10.1145/192161.192261
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发表时间:
1994
期刊:
Proceedings of the 21st annual conference on Computer graphics and interactive techniques
影响因子:
--
通讯作者:
E. Nakamae
E. Nakamae
中科院分区:
--
文献类型:
--
作者:
T. Nishita;E. Nakamae

文献摘要

被引文献

相似文献

为了显示逼真的图像,需要精确的着色模型。近年来,关于全局照明的研究已经得到广泛的应用。在全局照明中,漫反射问题已经得到了较好的解决,但镜面反射和折射后的光学问题仍然存在。一些自然现象在水的波浪表面的反射/折射光中脱颖而出。来自水面的折射光会会聚和发散,并因颗粒的散射光而产生光柱。水的颜色受到水分子和悬浮液的散射/吸收效应的影响。对于这些效应,入射到粒子的光的强度和方向起着重要的作用,并且由于光在穿过波时发生折射,因此在常规的光线追踪中难以计算它们。因此,从光源跟踪的预处理是必要的。本文提出的方法可以有效地计算光学效果,光的轴,焦散线,和颜色的水没有这样的预处理,通过使用扫描线Z缓冲区和累积缓冲区。
A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary. The method proposed here can effectively calculate optical effects, shaft of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.