标题: 有效率的动态云层显像技术
Efficient Dynamic Clouds Rendering
作者: 廖宏祥
Horng-Shyang Liao
庄荣宏
林正中
Jung-Hong Chuang
Cheng-Chung Lin
资讯科学与工程研究所
关键字: 动态云层显像;自然现象;云层模拟;Dynamic Clouds Rendering;Nature Phenomena;Volume Rendering;Image-Based Rendering;Cloud Simulation
公开日期: 2001
摘要: 本论文延伸[DKY+00]的模拟方法与两阶段显像架构,提出一套更有效率的三维动态云层显像方法,并扩充其模拟法则,使本论文之方法能应用于虚拟实境的场景中。在模拟上,本论文加入云朵消失的因素和云加水汽的上下限,并且将云的增长与消失法则作修正,使其消长变化得以被局限于大片云朵之边缘。这些新增的经验法则,可以让使用者在模拟开始前设定天候状况,但是在云的模拟过程中,不需要再加入额外的控制。在显像上,本论文提出一个简化的Lighting Model,将整个云层显像分成阴影计算与最后成像两个阶段,并且分别找出这两个阶段可以事先算好的部份,建立成阴影关联表和贴图资料库。我们使用阴影关联表找出空间中阴影会互相影响的区域,使用贴图资料库记录云朵之基本元件metaball在不同角度与密度下的贴图影像。这样的做法可以降低系统执行时期的显像计算量,有效提升云层显像速度。此外,本论文也将八元树的阶层式架构加到云层模拟空间中,方便显像系统作由近而远的显像顺序判断、视角范围裁切、阶层式影像选取与贴图资讯快取。这些技术的整合,也提升不少云层的显像速度。最后本论文再以整个云层模拟与显像系统作考量,将模拟与阴影计算放在一个处理绪,最后成像放在另一个处理绪,这个作法可以解决云层模拟受到云层显像速度影响的问题,同时也将模拟和阴影计算所需的时间分散到不同画面中。综合以上所提及的技术,本论文的方法可以提供一个动态模拟、高效率显像以及接近照片品质的云层模拟与显像系统。
Based on the clouds simulation and two pass rendering structure of [DKY+00], we propose a more efficient rendering method and extend some simulation rules. Our goal is to enhance this system for the application in 3D virtual reality. In simulation, we add cloud extinction value and upper/lower bound for total clouds and humidities. We also modify clouds growing and extinction rules such that the variations occur just on the boundary of clouds. These rules give some controllable parameters in the beginning but we don't need to modify them on the fly. In Rendering, we propose a simple lighting model and split rendering stage into two passes. The first pass is to calculate shadow and the second is to render final images. According to our lighting model, we can build Shadow Relation Table (SRT) and Metaball Lighting Texture Database (MLTDB) in preprocessing. SRT can help shadow computing to find out the shadow relationship between different voxels. MLTDB records metaball images in various angles between light vector and eye vector and in various densities. So, we can reduce lighting calculations by using SRT and MLTDB. We also use octree for representing the simulation space because we can easily incorporate back-to-front traversal and view frustum culling to our rendering system. We also can choose texture for internal node when it is far away enough and cache texture information in octree nodes. After we integrate all these techniques to our rendering system, we can get a more efficient clouds rendering speed with a little sacrifice in image quality. Finally, we put simulation and the first pass rendering in a thread and the second pass rendering in another. This is because simulation and the first pass rendering is physically time dependent. Another benefit is that simulation and the first pass rendering can split their computing time into different frames. By the proposed framework, we can get an efficient, dynamic and near photorealistic cloud simulation and rendering system.
URI: http://140.113.39.130/cdrfb3/record/nctu/#NT900392031
http://hdl.handle.net/11536/68444
显示于类别:Thesis