An improved illumination model for shaded display

An improved illumination model for shaded display
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DOI:
10.1145/800249.807419
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发表时间:
1979-08
期刊:
Proceedings of the 6th annual conference on Computer graphics and interactive techniques
影响因子:
--
通讯作者:
Turner Whitted
Turner Whitted
中科院分区:
其他
文献类型:
--
作者:
Turner Whitted

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为了准确渲染场景,在计算强度时必须知道影响图像每个像素强度的全局照明信息。以简化的形式,该信息存储在从观察者延伸到遇到的第一个表面并从那里延伸到其他表面和光源的“光线”树中。可见表面算法为显示器的每个像素创建该树并将其传递给着色器。然后,着色器遍历树以确定观察者接收到的光的强度。考虑到所有这些因素,着色器可以准确地模拟真实的反射、阴影和折射以及传统着色器模拟的效果。抗锯齿是可见性计算的一个组成部分。显示的表面包括弯曲表面和多边形表面。
To accurately render a scene, global illumination information that affects the intensity of each pixel of the image must be known at the time the intensity is calculated. In a simplified form, this information is stored in a tree of “rays” extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources. The visible surface algorithm creates this tree for each pixel of the display and passes it to the shader. The shader then traverses the tree to determine the intensity of the light received by the viewer. Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction as well as the effects simulated by conventional shaders. Anti-aliasing is included as an integral part of the visibility calculations. Surfaces displayed include curved as well as polygonal surfaces.