全局光照
- 网络Global Illumination;Global Lighting
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不断增强的GPU通用并行计算给全局光照提供了更多可能性。
GPU with its ever-increasing general purpose parallel computational ability offers more possibilities for global illumination .
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利用球谐方法分散计算场景的全局光照
Dispersive Calculation of Global Illumination Based on Spherical Harmonics Method
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全局光照是计算机图像合成领域的一个永恒的话题。
Global illumination is an eternal topic of realistic computer image synthesis .
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辐射度技术用于随机分维几何面的全局光照计算
Global illumination of random fractal surfaces by radiosity solution
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光子映射是近年发展起来的一种新的全局光照算法。
Photon mapping is a new global illumination algorithm developed in recent years .
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基于光线跟踪的全局光照生成算法也有很大发展。
Algorithm based on Ray Tracing for Global Illumination also have great development .
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双向面烘焙方法实现在不增加烘焙点的情况下渲染更加真实的全局光照效果。
Double-side baking methods achieve a more realistic global illumination without additional points cached .
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一种辐射度全局光照网格模型的简化方法
A Simplification Method for Radiosity Global illumination Meshes
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面向撞击点的密度估计全局光照算法
Hit point oriented global illumination via density estimation
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该方法可以渲染动态物体表面的软阴影,相互反射等全局光照效果。
This method could render soft shadow and inter-reflection for multiple dynamic objects efficiently .
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一种面向并行实现的全局光照算法
A Parallel Execution Oriented Global Illumination Algorithm
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建筑渲染中全局光照技术的应用
Global Illumination Technology Application on Architectural Rendering
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优化全局光照计算。
Optimizing a global illumination calculaion .
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全局光照对提升虚拟世界中场景的真实性至关重要。
Global illumination is important to enhance the authenticity of the scenes in the virtual world .
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在全局光照模型下,对真实感图像的绘制是目前计算机图形学中研究的热点。
Photo-realistic image rendering based on global illumination model is one active research area of computer graphics .
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介绍一种用于支持如光线跟踪和辐射度求解等全局光照的高效分层遮挡测试算法。
An adaptive sampling technique to calculate the global illumination with Monte Carlo path tracing is presented .
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光线追踪被广泛用于生成高质量的图像,并且能生成真实的全局光照。
Ray tracing is a widely used algorithm that produced high-quality computer generated images and real global illumination .
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其次研究了全局光照模型、局部光照模型和多光源光照模型。
Second , the paper has researched real-time lighting including global lighting , local illumination and real-time multi-lights lighting .
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在渲染效果中,由于全局光照效果能最大程度地表现光在物体之间作用的真实性,因此一直以来被广泛研究。
In rendering , because the global illumination effects can greatly simulate the light transmission between objects , it has been widely studied .
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针对室内虚拟漫游的特点,对现有的全局光照模型的算法进行改进,并通过演示系统对改进后的效果加以验证。
According to indoor walkthrough 's feature , we improve existing global illumination model 's algorithm and check improved results by experimental system .
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人们不断追求越来越真实的渲染效果,全局光照技术被越来越多的研究与应用。
People continue to pursue realistic visual effects , and global illumination ( GI ) technologies provide a way to render more realistic images .
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为支持此类复杂环境中的交互式全局光照计算,本文提出在软件与硬件两个层面对现有技术进行改造。
To support interactive global illumination computation in such complex environment , we propose to improve existing illumination technologies in both software and hardware levels .
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由于进行全面的光影系统升级,不仅是室内效果有所提升,而且室外全局光照也得到了大幅改善。
Not only does the new lighting improve indoor visualizations it also raises the bar for outdoor visualizations because of the improvement in overall lighting .
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实验结果表明该方法在仿真系统下能够高效真实地渲染出全局光照效果,有较高的绘制效率和真实感。
The experimental results show that the proposed method can generate the global illumination quickly in the simulation system and it has high efficiency and better realistic quality .
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全局光照的离线渲染技术已经发展的非常成熟了,实时渲染技术在近几年也得到了快速的发展,尤其是在游戏领域发展。
Offline rendering of Global illumination has been developed very mature . In recent years , interactive global illumination is also rapidly developing , especially in the field of game .
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在实时渲染全局光照过程中,利用大规模场景的可见性信息进行自适应的细分,使得绘制效率提高。
According to the information of the visibility for the large-scale scene , the large-scale scene was subdivided by using the method of adaptive subdivision , and the rendering has high efficiency .
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全局光照属于间接光照,它不仅包括直接光源的计算,也同样关注场景中其他物体对所绘制物体的光照贡献。
Global illumination is based on indirect illumination . It does not only need to calculate the direct source , but also need to concern about all the light-react contributions from the other objects .
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这类方法允许用户在场景中漫游并与之进行交互操作,但缺点就是需要知道场景的完整几何信息和环境光照,且因为全局光照计算过大而很难达到实时。
Such methods allow users to easily interact with the scene , but the weak part is that we need to know the whole scene geometrical information and illumination setup , and the calculation of global illumination costs too much to achieve real-time performance .
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一般来说,蒙特卡罗方法是真实感图形领域中准确计算全局光照问题的唯一选择,但由该方法生成的图像当采样量不足时,会存在有大量的噪声。
Generally speaking , Monte Carlo is the only choice to correctly compute the problem of global illumination in the field of realistic image synthesis . However , the image produced by a Monte Carlo based global illumination algorithm is noisy when not using a large enough number of samples .