计算机应用 ›› 2020, Vol. 40 ›› Issue (5): 1421-1424.DOI: 10.11772/j.issn.1001-9081.2019091574

• 虚拟现实与多媒体计算 • 上一篇    下一篇

基于改进体素锥追踪的大规模场景光照计算

喻光继1, 罗伟泰2, 吴肖云1   

  1. 1.广西财经学院 信息与统计学院,南宁 530003
    2.广西自然资源职业技术学院 公共基础部,南宁 530100
  • 收稿日期:2019-09-16 修回日期:2019-11-19 出版日期:2020-05-10 发布日期:2020-05-15
  • 通讯作者: 喻光继(1968—)
  • 作者简介:喻光继(1968—),男,广西桂林人,副教授,硕士,主要研究方向:电子商务、信息系统、粗糙集; 罗伟泰(1983—),男,广西南宁人,高级工程师,硕士,主要研究方向:软件工程; 吴肖云(1965—),女,广西南宁人,副教授,硕士,主要研究方向:电子商务。
  • 基金资助:

    经济与管理国家级实验教学示范中心(广西财经学院)2018年开放课题(SFZX2018A01)。

Illumination calculation for large-scale scene based on improved voxel cone tracking

YU Guangji1, LUO Weitai2, WU Xiaoyun1   

  1. 1.College of Information and Statistics, Guangxi University of Finance and Economics, NanningGuangxi 530003, China
    2.Department of Public Infrastructure,Guangxi Natural Resources Vocational and Technical College, NanningGuangxi 530100, China
  • Received:2019-09-16 Revised:2019-11-19 Online:2020-05-10 Published:2020-05-15
  • Contact: YU Guangji, born in 1968, M. S., associate professor. His research interests include e-commerce, information system, rough set.
  • About author:YU Guangji, born in 1968, M. S., associate professor. His research interests include e-commerce, information system, rough set.LUO Weitai, born in 1983, M. S., senior engineer. His research interests include software engineering.WU Xiaoyun, born in 1965, M. S., associate professor. Her research interests include e-commerce.
  • Supported by:

    This work is partially supported by the Open Project of the National Experimental Teaching Demonstration Center of Economy and Management (Guangxi University of Finance and Economics) in 2018 (sfzx2018a01)

摘要:

针对大规模场景光照渲染计算量大的问题,提出一种基于改进体素锥滤波器追踪的全局光照计算算法。首先,以级联纹理结构改进简单的体素结构,实现快速高效且经各向异性过滤的场景光照信息存储,减少内存消耗;其次,基于法线加权累积计算直接光照衰减,缓解法向一致性问题;最后,基于级联纹理结构对锥波滤器进行改进,采用动态体素查找,避免整个存储结构的遍历,从而实现全局光照的高效计算。实验结果表明,改进算法在降低内存占用、提高渲染速度的同时,保持与经典体素锥追踪算法相近的渲染效果。

关键词: 大规模场景, 全局光照计算, 体素锥追踪, 级联纹理结构, 法线加权累积

Abstract:

Aiming at the problem of large amount of global illumination calculation for large-scale scene rendering, a global illumination calculation algorithm based on improved voxel cone filter tracking was proposed. Firstly, the cascading texture structure was used to improve the simple voxel structure, realizing fast and efficient storage of scene illumination information filtered anisotropically, so as to reduce the memory cost. Then, the direct illumination attenuation was calculated based on normal weighted accumulation in order to alleviate the problem of normal consistency. Finally, the cone filter was improved by the cascading texture structure, which realized the dynamic voxel search and avoided the traversal of the entire storage structure, and the effective calculation of global illumination was achieved. The experimental results show that, the improved algorithm can reduce the memory footprint and improve the rendering speed while maintaining the similar rendering effect to that of the classic voxel cone tracking algorithm.

Key words: large-scale scene, global illumination calculation, voxel cone tracking, cascading texture structure, normal weighted accumulation

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