An Efficient Method for Rendering Underwater Optical Effects Using Graphics Hardware

An Efficient Method for Rendering Underwater Optical Effects Using Graphics Hardware
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使用图形硬件渲染水下光学效果的有效方法

DOI:
10.1111/1467-8659.00628
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发表时间:
2002
影响因子:
2.5
通讯作者:
T. Nishita
T. Nishita
中科院分区:
计算机科学4区
文献类型:
--
作者:
Kei Iwasaki;Y. Dobashi;T. Nishita

文献摘要

被引文献

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真实感自然场景的显示是计算机图形学的重要研究领域之一。水的渲染是必不可少的组成部分之一。提出了一种高效的水中场景图像绘制方法。对于水下景物来说,光轴和焦散是吸引人的重要元素。然而,计算这些效应是困难和耗时的,因为光在穿过波时会折射。为了解决这一问题,我们的方法利用图形硬件加速计算,通过硬件混色函数累积光线条纹的强度来显示光轴。使用Z缓冲区和模具缓冲区可以加速焦散的渲染。此外,通过使用阴影映射技术,我们的方法可以显示光轴和焦散,并考虑到物体的阴影。
The display of realistic natural scenes is one of the most important research areas in computer graphics. Therendering of water is one of the essential components. This paper proposes an efficient method for renderingimages of scenes within water. For underwater scenery, the shafts of light and caustics are attractive and importantelements. However, computing these effects is difficult and time‐consuming since light refracts when passingthrough waves. To address the problem, our method makes use of graphics hardware to accelerate the computation.Our method displays the shafts of light by accumulating the intensities of streaks of light by using hardware colorblending functions. Making use of a Z‐buffer and a stencil buffer accelerates the rendering of caustics. Moreover,by using a shadow mapping technique, our method can display shafts of light and caustics taking account ofshadows due to objects.