CN113096229B - Real-time rendering method of glittering fabric in realistic clothing rendering - Google Patents

Real-time rendering method of glittering fabric in realistic clothing rendering Download PDF

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CN113096229B
CN113096229B CN202110425744.8A CN202110425744A CN113096229B CN 113096229 B CN113096229 B CN 113096229B CN 202110425744 A CN202110425744 A CN 202110425744A CN 113096229 B CN113096229 B CN 113096229B
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朱浩栋
郭亮
骆立康
刘郴
金小刚
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Zhejiang Lingdi Digital Technology Co ltd
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Abstract

The invention discloses a real-time rendering method of glittering fabric in realistic clothing rendering, which comprises the following steps: mapping the texture coordinate value of the rendering pixel to be between 0 and 1 according to the scaling input by the user; performing grid division in a two-dimensional space in a unit range according to the flash powder quantity input by a user; calculating the opacity of the flash powder according to the coordinate value and the flash powder radius after the pixel mapping; calculating a random number between 0 and 1 according to the texture coordinate value of the rendering pixel, and then calculating a random intensity correction coefficient; calculating a rendering result of the flashing powder part according to the flashing powder color input by the user or the flashing powder color after the random hue correction and the random intensity correction coefficient obtained by calculation; and calculating a final rendering result according to the opacity of the flash powder obtained by calculation and the original rendering result of the substrate fabric.

Description

Real-time rendering method of glittering fabric in realistic clothing rendering
Technical Field
The invention relates to the technical field of real-time rendering, in particular to a glittering fabric real-time rendering method in realistic clothing rendering.
Background
The shimmering fabric is a complex fabric with a special material structure. A large number of shiny particles are randomly distributed on the fabric. The particles attached to the surface of the fabric can emit light under the irradiation of light. The optical properties of glitter vary depending on the particles to be adhered, and can be roughly classified into two types. The first type is particles with small metal luster, which do not produce obvious flicker with light and change of visual angle like metal or smooth objects, the optical characteristics of the particles are more like non-metal or semitransparent substances, the brightness degree of the particles can not obviously change no matter what visual angle the particles are observed, and the powder can enable the surface of the fabric to present a scattered color feeling and is mainly used for mobile phone shells and clothes; the other is a material with certain metal luster, such as glitter powder and pearl powder, which can generate certain scattering along with the visual angle, give people certain twinkling feeling, and are mostly used for beauty and dress.
And the graphics library program programming interface called by the fabric real-time rendering is OpenGL. OpenGL is a cross-language, cross-platform application programming interface for rendering 2D, 3D vector graphics. OpenGL exists in Windows, part of UNIX platforms and Mac OS, and utilizes graphics acceleration hardware to efficiently implement rendering. These implementations are typically provided by the display device vendor and are very dependent on the hardware provided by the vendor. The method strictly regulates the execution and output of each function in the graphic library, encapsulates the internal implementation of the functions of the graphic library, and is one of the common programming interfaces of the graphic library. The invention mainly relates to the fragment shader programming part of OpenGL, and the programming language of the fragment shader is GLSL language.
The rendering method for real-time rendering of the fabric is forward rendering. Unlike delayed rendering, forward rendering can achieve the final rendering result with only one rendering. The weakness of forward rendering compared to delayed rendering is that forward rendering does not handle the multiple light sources well, whereas garment rendering can better satisfy the light source effect due to the purpose of rendering garments in a smaller range. The forward rendering has the advantages of high speed, small occupied video memory and more suitability for the real-time rendering of complex rendering. The one-time rendering of the forward rendering mainly comprises the steps of vertex data transmission, vertex coloring, surface subdivision, geometric coloring, fragment subpackaging, fragment elimination, rasterization, fragment coloring, testing, mixing and the like. The present invention programs the fragment shader process in the rendering process, mainly to calculate the final color of each pixel.
The calculation method used for real-time rendering of the fabric is an improved method based on physical rendering (PBR). The physically based rendering differentiates the outgoing light into scattered and reflected components and follows the law of conservation of energy for calculation. The method considers the micro-surface distribution characteristics of the interface and the Fresnel effect, so that the rendering result is closer to reality, and the method is the most common rendering calculation method. But this method is mainly applicable to relatively simple surfaces and to materials that are less refractive or opaque.
At present, the mainstream rendering model based on physics simplifies the surface structure of the material into a micro-surface model, so that the interaction between the shiny particles on the surface of the glittering fabric and light cannot be considered. The glittering fabric has unique optical characteristics due to the unique material structure, and is difficult to be covered by a universal rendering model. At present, most of realistic garment simulation software in China does not support real-time rendering of the glittering fabric, the principle and rendering of glittering materials are in a rational discussion stage and are not in sufficient contact with practical application, and no method can be used for achieving the rendering effect of the glittering fabric by using the existing material model of the software.
Disclosure of Invention
Aiming at the technical problems and the defects in the field, the invention provides the glittering fabric real-time rendering method in the realistic clothing rendering, the rendering result obtained by adopting the rendering method ensures the reality and the real-time performance of the glittering fabric rendering, the glittering fabric can be rendered in real time, and the reality meets the application requirements.
A method for real-time rendering of glittering fabric in realistic garment rendering comprises the following steps:
(1) mapping the texture coordinate value of the rendering pixel to be between 0 and 1 according to the scaling input by the user;
(2) performing grid division in a two-dimensional space in a unit range according to the flash powder quantity input by a user;
(3) calculating the opacity of the flash powder according to the coordinate value and the flash powder radius after the rendering pixel mapping;
(4) calculating a random number between 0 and 1 according to the texture coordinate value of the rendering pixel, and then calculating a random intensity correction coefficient;
(5) calculating a rendering result of the flashing powder part according to the flashing powder color input by the user and the random intensity correction coefficient obtained by calculation; alternatively, the first and second electrodes may be,
according to the flashing color input by the user, after random hue correction is carried out on the flashing color, the rendering result of the flashing part is calculated according to the corrected flashing color and the random intensity correction coefficient obtained by calculation;
(6) and calculating a final rendering result according to the opacity of the flash powder obtained by calculation and the original rendering result of the substrate fabric.
In step (1), the coordinate value calculation formula after the rendering pixel mapping is as follows:
Pi=mod(Puv·α,1.0),
wherein, PuvTexture coordinate value, P, representing a rendered pixeliAnd representing the coordinate value after the mapping of the rendering pixel, wherein alpha represents the scaling input by the user.
In the step (2), the fineness of the grid division is directly related to the flash powder quantity, the grid is divided into equal parts with a certain quantity on two dimensions of the two-dimensional space, and the quantity value of the equal parts is 100 times of the flash powder quantity.
Preferably, in the step (2), the flash powder amount is an integer between 1 and 200.
In the step (3), the opacity calculation formula is as follows:
Figure BDA0003029369180000031
wherein alpha isglitterRepresenting opacity, n representing the number of mesh points contained in a circle having the coordinate value after the rendering pixel mapping as the center and the flash radius as the radius, riAnd R represents a flare radius, which is generally about 1/6000, and represents a distance from the coordinate value mapped by the rendering pixel to the n grid points.
In the step (4):
the random number is calculated as follows:
P'=(12.9898,78.233),
x=fract(sin(P·P')*43758.5453123),
wherein x represents a random number obtained by calculation, fract () represents a function of a fraction part, and P represents a coordinate value after the rendering pixel is mapped;
the random intensity correction factor is calculated as follows:
Figure BDA0003029369180000041
wherein, KrDenotes a random intensity correction coefficient, xiRepresenting the calculated random number, n representing the number of grid points contained in a circle with the coordinate value after the mapping of the rendering pixel as the center and the flash powder radius as the radius, riAnd R represents a flare radius, which is generally about 1/6000, and represents a distance from the coordinate value mapped by the rendering pixel to the n grid points.
In the step (5), the calculation formula of the random hue is as follows:
Hrandom=frandom(Puv)*360,
Chue=fHSVtoRGB((Hrandom,1,1)),
Figure BDA0003029369180000042
wherein HrandomDenotes a random hue, frandom() The function represents the calculation of a random number, P, between 0 and 1 from a two-dimensional vectoruvRepresenting the mapped coordinate values of said rendered pixels, ChueColor phase of HrandomColor value of 1 for brightness and saturation, fHSVtoRGB() Representing a function for converting the color vector of the HSV space into the color vector of the RGB space, r, g, b respectively representing the RGB components of the color, with the index CglitterIndicates a sparkling color whose components are taken from the user input, with the subscript ChueRepresenting its component taken from ChueColor, C'glitterThe color value of the flash powder after random hue correction is in a color value darker than the flash powder color input by the userHue H and random hue HrandomThe same brightest color.
In the step (5), a rendering result calculation formula of the flashing part is as follows:
CresultGlitter=Kr*CpbrGlitter
wherein, CresultGlitterRendering results representing the flashing part, CpbrGlitterA result value indicating that the calculation was performed using the physics-based rendering, and when the physics-based rendering calculation was performed, a metallic degree and a smoothness of 0.5 were taken and the texture color was corrected using the glitter color input by the user or the glitter color after the random hue correction if the user performed the random hue correction on the glitter color in step (5).
In step (6), the final rendering result is calculated as follows:
Cfinal=CresultGlitterglitter+Corigin*(1-αglitter),
wherein, CfinalRepresenting the result of the final rendering, CresultGlitterRepresenting the rendering result of the flashing part, CoriginRepresenting the original rendering result of the substrate fabric; alpha is alphaglitterRepresenting the opacity of the glitter.
The original rendering result of the base fabric in the invention refers to a result obtained by rendering the base fabric by adopting the prior art (such as physical rendering).
Compared with the prior art, the invention has the main advantages that:
1. the calculation method capable of rendering the glittering fabric in real time is realized, and the reality sense of the calculation method can meet the application requirements.
2. The user only adjusts the color value of the shimmering powder and the quantity of the shimmering powder, and the adjustment is visual and flexible; adding a random hue makes the adjustment of the color more convenient.
Drawings
Fig. 1 is a schematic flow diagram of a glittering fabric real-time rendering method in realistic clothing rendering according to an embodiment of the present invention.
Detailed Description
The invention is further described with reference to the following drawings and specific examples. It should be understood that these examples are for illustrative purposes only and are not intended to limit the scope of the present invention. The following examples are conducted under conditions not specified, usually according to conventional conditions, or according to conditions recommended by the manufacturer.
As shown in fig. 1, the method for rendering glittering fabric in real time in realistic clothing rendering of the embodiment includes the steps of:
s1, mapping the texture coordinate value of the rendering pixel between 0 and 1 according to the scaling input by the user;
s2, carrying out grid division in a unit range of two-dimensional space according to the flash powder quantity input by a user;
s3, calculating the opacity of the shimmering powder according to the coordinate value and the shimmering powder radius after the rendering pixel mapping;
s4, calculating a random number between 0 and 1 according to the texture coordinate value of the rendering pixel, and then calculating a random intensity correction coefficient;
s5, calculating a rendering result of the flashing powder part according to the flashing powder color input by the user and the random intensity correction coefficient obtained through calculation; alternatively, the first and second electrodes may be,
according to the flashing color input by the user, after random hue correction is carried out on the flashing color, the rendering result of the flashing part is calculated according to the corrected flashing color and the random intensity correction coefficient obtained by calculation;
and S6, calculating a final rendering result according to the opacity of the glittering powder obtained by calculation and the original rendering result of the base fabric.
The following description takes a specific glittering fabric as an example:
in step S1, the formula for calculating the coordinate values after mapping the rendered pixels is as follows:
Pi=mod(Puv·α,1.0),
wherein, PuvTexture coordinate value, P, representing a rendered pixeliAnd representing the coordinate value after the mapping of the rendering pixel, wherein alpha represents the scaling input by the user.
In step S2, the fineness of the grid division is directly related to the flash powder amount, and the grid is divided into equal parts of a certain amount in two dimensions of the two-dimensional space, where the amount of the equal parts is 100 times of the flash powder amount.
In step S2, the flash powder number is an integer between 1 and 200.
In step S3, the opacity calculation formula is as follows:
Figure BDA0003029369180000071
wherein alpha isglitterRepresenting opacity, n representing the number of mesh points contained in a circle having the coordinate value after the rendering pixel mapping as the center and the flash radius as the radius, riAnd the distances from the coordinate values mapped by the rendering pixels to the n grid points are shown, and R represents the flash radius, which is generally about 1/6000.
In step S4:
the random number is calculated as follows:
P'=(12.9898,78.233),
x=fract(sin(P·P')*43758.5453123),
wherein x represents a random number obtained by calculation, fract () represents a function of a fraction part, and P represents a coordinate value after the rendering pixel is mapped;
the random intensity correction factor is calculated as follows:
Figure BDA0003029369180000072
wherein, KrDenotes a random intensity correction coefficient, xiRepresenting the calculated random number, n representing the number of grid points contained in a circle with the coordinate value after the mapping of the rendering pixel as the center and the flash powder radius as the radius, riAnd the distances from the coordinate values mapped by the rendering pixels to the n grid points are shown, and R represents the flash radius, which is generally about 1/6000.
In step S5, the formula for calculating the random hue is as follows:
Hrandom=frandom(Puv)*360,
Chue=fHSVtoRGB((Hrandom,1,1)),
Figure BDA0003029369180000081
wherein HrandomDenotes a random hue, frandom() The function represents the computation of a random number, P, between 0 and 1 from a two-dimensional vectoruvRepresenting the mapped coordinate values of said rendered pixels, ChueColor of HrandomColor value of 1 for brightness and saturation, fHSVtoRGB() Representing a function for converting the color vector of the HSV space into a color vector of the RGB space, r, g, b representing the RGB components of the color, respectively, with the subscript CglitterIndicates the sparkle color whose component is taken from the user input and is given by the index ChueRepresenting its component taken from ChueColor, C'glitterThe color value of the flash powder after the random hue correction is represented by hue and random hue H in the color value darker than the flash powder color input by the userrandomThe same brightest color.
In step S5, the rendering result calculation formula of the flashing part is as follows:
CresultGlitter=Kr*CpbrGlitter
wherein, CresultGlitterRendering result representing a splash part, CpbrGlitterA result value indicating that the calculation was performed using the physics-based rendering, and when the physics-based rendering calculation was performed, a metallic degree and a smoothness of 0.5 were taken and the texture color was corrected using the glitter color input by the user or the glitter color after the random hue correction if the user performed the random hue correction on the glitter color in step (5).
In step S6, the final rendering result is calculated as follows:
Cfinal=CresultGlitterglitter+Corigin*(1-αglitter),
wherein, CfinalRepresenting the result of the final rendering, CresultGlitterRepresenting the rendering result of the splash part, CoriginRepresenting the original rendering result of the substrate fabric; alpha is alphaglitterRepresenting opacity of glitter.
Furthermore, it should be understood that various changes or modifications can be made by those skilled in the art after reading the above description of the present invention, and equivalents also fall within the scope of the invention defined by the appended claims.

Claims (8)

1. A glittering fabric real-time rendering method in realistic garment rendering is characterized by comprising the following steps:
(1) mapping the texture coordinate value of the rendering pixel to be between 0 and 1 according to the scaling input by the user;
(2) performing grid division in a two-dimensional space in a unit range according to the flash powder quantity input by a user;
(3) calculating the opacity of the flash powder according to the coordinate value and the flash powder radius after the rendering pixel mapping;
(4) calculating a random number between 0 and 1 according to the texture coordinate value of the rendering pixel, and then calculating a random intensity correction coefficient;
the random number is calculated as follows:
P'=(12.9898,78.233),
x=fract(sin(P·P')*43758.5453123),
wherein x represents a random number obtained by calculation, fract () represents a function of a fraction part, and P represents a coordinate value after the rendering pixel is mapped;
the random intensity correction factor is calculated as follows:
Figure FDA0003633560680000011
wherein, KrDenotes a random intensity correction coefficient, xiRepresenting the calculated random number, n representing the number of grid points contained in a circle with the coordinate value mapped by the rendering pixel as the center and the flash powder radius as the radius, riRepresenting the distance from the coordinate value mapped by the rendering pixel to the n grid points, wherein R represents the flashing radius;
(5) calculating a rendering result of the flashing powder part according to the flashing powder color input by the user and the random intensity correction coefficient obtained by calculation; alternatively, the first and second electrodes may be,
according to the flashing color input by the user, after random hue correction is carried out on the flashing color, the rendering result of the flashing part is calculated according to the corrected flashing color and the random intensity correction coefficient obtained by calculation;
(6) and calculating a final rendering result according to the opacity of the flash powder obtained by calculation and the original rendering result of the substrate fabric.
2. The method for rendering glittering fabric in realistic clothing rendering according to claim 1, wherein in the step (1), the coordinate value calculation formula after the rendering pixel mapping is as follows:
Pi=mod(Puv·α,1.0),
wherein, PuvTexture coordinate value, P, representing a rendered pixeliAnd representing the coordinate value after mapping the rendering pixel, wherein alpha represents the scaling input by the user.
3. The realistic real-time rendering method for glittering fabric in clothing rendering according to claim 1, wherein in the step (2), the fineness of the grid division is directly related to the amount of glittering, and the grid is divided into equal parts of a certain amount in two dimensions of the two-dimensional space, wherein the amount of the equal parts is 100 times of the amount of glittering.
4. The real-time rendering method of glittering fabric in realistic clothing rendering according to claim 1, wherein in the step (2), the amount of glittering is an integer between 1 and 200.
5. The real-time rendering method of glittering fabric in realistic clothing rendering according to claim 1, wherein in the step (3), the opacity calculation formula is as follows:
Figure FDA0003633560680000021
wherein alpha isglitterRepresenting opacity, n representing the number of mesh points contained in a circle having the coordinate value after the rendering pixel mapping as the center and the flash radius as the radius, riAnd representing the distance from the coordinate value after the mapping of the rendering pixel to the n grid points, wherein R represents the shimmering radius.
6. The method for rendering glittering fabric in realistic clothing rendering according to claim 1, wherein in the step (5), the calculation formula of the random hue is as follows:
Hrandom=frandom(Puv)*360,
Chue=fHSVtoRGB((Hrandom,1,1)),
Figure FDA0003633560680000031
wherein HrandomDenotes a random hue, frandom() The function represents the calculation of a random number, P, between 0 and 1 from a two-dimensional vectoruvRepresenting the mapped coordinate values of said rendered pixels, ChueColor phase of HrandomColor value of 1 for brightness and saturation, fHSVtoRGB() Representing a function for converting the color vector of the HSV space into a color vector of the RGB space, r, g, b representing the RGB components of the color, respectively, with the subscript CglitterIndicates a sparkling color whose components are taken from the user input, with the subscript ChueRepresenting its component taken from ChueColor, C'glitterAnd (4) expressing the shimmering color value after random hue correction.
7. The real-time rendering method of glittering fabric in realistic clothing rendering according to claim 1 or 6, wherein in the step (5), the rendering result calculation formula of the glittering part is as follows:
CresultGlitter=Kr*CpbrGlitter
wherein, CresultGlitterRendering results representing the flashing part, CpbrGlitterThe result value of the calculation using the physics-based rendering is expressed, and when the physics-based rendering calculation is performed, a metallic degree and smoothness of 0.5 are taken, and the texture color is corrected by using a glitter color input by a user or a random hue.
8. The method for rendering glittering fabric in realistic clothing rendering according to claim 1, wherein in the step (6), the final rendering result is calculated as follows:
Cfinal=CresultGlitterglitter+Corigin*(1-αglitter),
wherein, CfinalRepresents the result of the final rendering, CresultGlitterRepresenting the rendering result of the flashing part, CoriginRepresenting the original rendering result of the substrate fabric; alpha is alphaglitterRepresenting opacity of glitter.
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