CN102074038A - Method for drawing surface caustic effect of 3D virtual scene generated by smooth surface refraction - Google Patents

Method for drawing surface caustic effect of 3D virtual scene generated by smooth surface refraction Download PDF

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CN102074038A
CN102074038A CN2010106086169A CN201010608616A CN102074038A CN 102074038 A CN102074038 A CN 102074038A CN 2010106086169 A CN2010106086169 A CN 2010106086169A CN 201010608616 A CN201010608616 A CN 201010608616A CN 102074038 A CN102074038 A CN 102074038A
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intersection point
vector
intersection
variable
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CN102074038B (en
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陈纯毅
杨华民
蒋振刚
范静涛
丁莹
冯欣
底晓强
韩成
陈占芳
李奇
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Changchun University of Science and Technology
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Changchun University of Science and Technology
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Abstract

The invention discloses a method for drawing surface caustic effect of a 3-dimesnioanl (3D) virtual scene generated by smooth surface refraction, and belongs to the technical field of real 3D virtual scene drawing. At present, the surface caustic effect of the 3D virtual scene is drawn generally by using a photon mapping algorithm. The photon mapping algorithm requires for tracking and computing a large amount of photons emitted by a light source so as to seriously reduce the drawing efficiency of the surface caustic effect of the 3D virtual scene. The method comprises the following steps of: creating all caustic illuminants in the 3D virtual scene generated by smooth surface refraction, and storing the caustic illuminants into corresponding data structures; and when the 3D virtual scene is drawn, judging whether the contribution of the caustic illuminants needs to be added into the illumination value of a scenic spot to be drawn by calculating the position relationship between the scenic spot to be drawn and the caustic illuminants, and finally implementing drawing of the surface caustic effect. The method can be easily integrated into a ray tracing algorithm framework, and can remarkably improve the third dimension of 3D virtual scene drawing.

Description

A kind of method for drafting that reflects the 3D virtual scene face caustic effect that produces by smooth surface
Technical field
The invention belongs to sense of reality 3D virtual scene rendering technique field, relate to a kind of method for drafting that reflects the 3D virtual scene face caustic effect that produces by smooth surface.
Background technology
Sense of reality 3D virtual scene rendering technique gets more and more people's extensive concerning in fields such as digital entertainment, video display special efficacy, architectural CAD, advertisement animations.Though 3D virtual scene rendering technique has obtained deep research at present, how to draw 3D virtual scene picture fast and remain a difficult problem that remains further solution with height sense of reality.When light that light source sends incided on the smooth transparent surface, the refracting process of smooth transparent surface may birefringence light produces and focuses on or the out of focus effect, thereby causes refracted ray to form complicated space distribution.When the refracted ray of these space distribution complexity incides on the opaque reflecting surface once more, will on reflecting surface, produce complex-shaped speck, Here it is reflects the face caustic that produces by smooth surface.
The photon mapping is a kind of classical way of drawing face caustic effect.The photon mapping algorithm of standard is at first followed the tracks of a large amount of photons from light emitted, and the position of collision and the related data thereof of these photons and scene surface is recorded in the photon buffer memory; Then according to the caustic figure of the data computation scene in the photon buffer memory; Utilize the method for similar shade mapping that caustic figure is projected on the scene surface at last, thereby draw the caustic effect of appearing.Because a large amount of photon following calculation exists bigger system's execution time and storage space expense, therefore utilize the efficient of photon mapping algorithm drafting face caustic effect not high usually.
Along with the continuous development of 3D virtual scene rendering technique, the sense of reality that 3D such as video display special efficacy, recreation, vision simulation use rendered frame requires to become more and more higher.The face caustic effect that adds the 3D virtual scene that is produced by the smooth surface refraction in these 3D use can significantly strengthen the sense of reality of rendered frame.At present people press in not obvious reduction and draw under the condition of efficient, and face caustic effect is joined among the drafting of 3D virtual scene.Therefore the quick method of drawing the face caustic effect of the 3D virtual scene that is produced by the smooth surface refraction of design has great importance.It should be noted that in most of 3D virtual scenes, only draw by once or the face caustic effect that produces of birefringence just can obtain the good sense of reality.For example, for water-bed scene, only need usually to consider that the water surface gets final product the unirefringence of light, yet when light shines on the desktop through glass bead, need consider the face caustic effect that produces by birefringence.In other words, the transparent plane of refraction that does not seal in the 3D virtual scene can form the face caustic effect that unirefringence produces, and the transparent refractile body of sealing then forms the face caustic effect that birefringence produces.Make full use of this characteristics, can design the algorithm of not light requirement tracking and draw the face caustic effect that produces by the smooth surface refraction.
Summary of the invention
The object of the present invention is to provide a kind of method for drafting that reflects the 3D virtual scene face caustic effect that produces by smooth surface.As shown in Figure 1, this method is at first created all the caustic working flares in the 3D virtual scene that is produced by the smooth surface refraction, then to each caustic working flare, judge whether wait to draw scene point is among this caustic working flare, if scene point to be drawn is in wherein and the caustic working flare position of waiting to draw the scene point place is not blocked by light source to influence, then calculate this caustic working flare and treat the illumination contribution of drawing scene point, and it be added to wait to draw among total illumination value of scene point, otherwise this caustic working flare to treat the illumination contribution of drawing scene point be 0.
The present invention at first provides the data structure (100) of a kind of storage by the caustic working flare in the 3D virtual scene of smooth surface refraction generation, and as shown in Figure 2, it comprises the vertex position P of smooth transparent triangle surface 1, vertex position P 2, vertex position P 3, vertex scheme vector N 1, vertex scheme vector N 2, vertex scheme vector N 3, refraction sign F 1, refraction sign F 2, refraction sign F 3, refracted ray direction vector R 1, refracted ray direction vector R 2, refracted ray direction vector R 3, intersect sign T 1, intersect sign T 2, intersect sign T 3, point of intersection S 1, point of intersection S 2, point of intersection S 3, birefringence sign G 1, birefringence sign G 2, birefringence sign G 3, birefringence radiation direction vector RS 1, birefringence radiation direction vector RS 2, birefringence radiation direction vector RS 3Deng 18 member variables.
Method of the present invention (010) part is created all the caustic working flares in the 3D virtual scene (A001) that is produced by the smooth surface refraction, and concrete steps are as follows:
Step (S011): all smooth transparent triangle surfaces towards light source in the 3D virtual scene (A001) are deposited among triangle surface tabulation 1 (A002); The smooth transparent triangle surface of all backlight in the 3D virtual scene (A002) is deposited among triangle surface tabulation 2 (A003); Each triangle surface (A004) among diabolo dough sheet tabulation 1 (A002) is created the variable (A005) of a data structure (100) type, and variable (A005) is associated with triangle surface (A004);
Step (S012): the summit of all triangle surfaces among triangle surface tabulation 1 (A002) is deposited in the vertex list 1 (A006), and the summit of deletion repetition; To each summit (A007) in the vertex list 1 (A006), create one from the summit (A007) points to the vector (A008) of light source position, if the normal vector of summit (A007) is spent greater than 90 with the angle of vector (A008), then summit (A007) deleted from vertex list 1 (A006);
Step (S013):, do following calculating to each summit (A009) in the vertex list 1 (A006):
(S013-1): according to the refractive index of the position of summit (A009) and normal vector, light source position, smooth transparent triangle surface that summit (A009) is corresponding, whether (A009) position can reflect on the summit from the light of light source incident in judgement, if can reflect, then calculate the refracted ray direction vector (A010) of position, summit (A009) and put Flag0=1, otherwise put Flag0=0 and change step (S014);
(S013-2): position and refracted ray direction vector (A010) according to summit (A009) are created refracted ray ray (A011), whether judge among triangle surface tabulation 1 (A002) and triangle surface tabulation 2 (A003) has triangle surface (A012) and refracted ray ray (A011) to intersect, if do not have, then put Flag1=0 and change step (S014), otherwise put Flag1=1, and calculate (A009) nearest intersection point (A013) from the summit, the triangle surface (A014) of intersection point (A013) position is associated with summit (A009), judge according to refraction law again and can reflect in intersection point (A013) position, if generation reflects then puts Flag2=1 and calculate refracted ray direction vector (A015), otherwise puts Flag2=0 and change step (S014);
(S013-3): in triangle surface tabulation 1 (A002), find out all triangle surfaces (A016) that comprise summit (A009), calculate the numbering i (i=1,2,3) of summit (A009) in the vertex sequence of each triangle surface (A016); The position and the normal vector of summit (A009) are distinguished the vertex position P that assignment is given the variable (A005) that is associated with each triangle surface (A016) iAnd vertex scheme vector N iMember variable; The Flag0 assignment is given the refraction sign F of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Refracted ray direction vector (A010) assignment is given the refracted ray direction vector R of the variable (A005) that is associated with each triangle surface (A016) iMember variable; The Flag1 assignment is given the crossing sign T of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Intersection point (A013) assignment is given the point of intersection S of the variable (A005) that is associated with each triangle surface (A016) iMember variable; The Flag2 assignment is given the birefringence sign G of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Refracted ray direction vector (A015) assignment is given the birefringence radiation direction vector RS of the variable (A005) that is associated with each triangle surface (A016) iMember variable;
Step (S014):, do following calculating for each triangle surface (A017) among triangle surface tabulation 1 (A002):
(S014-1): if i refraction sign F of the variable (A005) that is associated with triangle surface (A017) iThe value of member variable is 0 (i=1,2,3), then with triangle surface (A017) deletion from triangle surface tabulation 1 (A002), otherwise changes step (S015);
(S014-2): if i birefringence sign G of the variable (A005) that is associated with triangle surface (A017) iThe value of member variable is 0 (i=1,2,3), then with triangle surface (A017) deletion from triangle surface tabulation 1 (A002), otherwise changes step (S015);
Step (S015): the associated variable (A005) of each triangle surface (A018) among triangle surface tabulation 1 (A002) is deposited in the tabulation (A019), and tabulation (A019) has defined all the caustic working flares in the 3D virtual scene that is produced by the smooth surface refraction.
Method of the present invention (020) part realizes the calculating of the caustic illumination value of scene point to be drawn (B001), and concrete steps are as follows:
Step (S021): create a plane (B002) that comprises scene point to be drawn (B001), and the normal vector of plane (B002) is parallel to the normal vector of scene point to be drawn (B001);
Step (S022):, do following calculating for each element (B003) in the tabulation (A019):
(S022-1): if the crossing sign T of element (B003) 1, intersect sign T 2, intersect sign T 3Deng three member variables all is 1, then change (S022-5), otherwise, create a vertex position P who originates in element (B003) 1The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 1The ray of the direction that member variable is represented (B004) is created a vertex position P who originates in element (B003) 2The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 2The ray of the direction that member variable is represented (B005) is created a vertex position P who originates in element (B003) 3The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 3The ray of the direction that member variable is represented (B006);
(S022-2): the intersection point (B007) that calculates ray (B004) and plane (B002); Calculate the intersection point (B008) on ray (B005) and plane (B002); Calculate the intersection point (B009) on ray (B006) and plane (B002); If scene point to be drawn (B001) be in by outside the definite triangle of intersection point (B007), intersection point (B008) and intersection point (B009) or scene point to be drawn (B001) not on the straight-line segment definite by intersection point (B007), intersection point (B008) and intersection point (B009), then the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001), otherwise arrives the distance of intersection point (B007), intersection point (B008) and intersection point (B009) and the refracted ray direction vector R of element (B003) according to scene point to be drawn (B001) 1, refracted ray direction vector R 2, refracted ray direction vector R 3Deng three member variables, go out the refracted ray direction vector (B010) that scene point to be drawn (B001) is located by interpolation calculation;
(S022-3): create one and originate in scene point to be drawn (B001), direction is parallel to the ray (B011) of the opposite vector of refracted ray direction vector (B010); Calculate ray (B011) and vertex position P by element (B003) 1, vertex position P 2, vertex position P 3The intersection point (B013) of the triangle surface (B012) that the summit of representing Deng three member variables constitutes; Create one and originate in intersection point (B013), end at the line segment (B014) of light source position; Whether there are opaque triangle surface (B015) and line segment (B014) to intersect in the test 3D virtual scene (A001), if do not have friendship then change (S022-4), otherwise triangle surface (B012) with respect to light source by partial occlusion, it is 0 that the caustic working flare of its generation is treated the illumination contribution of drawing scene point (B001), and the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-4): if intersection point (B007), intersection point (B008) and intersection point (B009) constitute a triangle (B016), then calculate the projected area (B017) of triangle (B016) on triangle surface (B012) plane, place, calculate the ratio (B018) of the area of projected area (B017) and triangle surface (B012) again, give variable α ratio (B018) assignment of area; If intersection point (B007), intersection point (B008) and intersection point (B009) constitute the straight line section, then variable α is set to a fixed value; Establishment is carried out normalization to vector (B019) and is calculated from the vector (B019) of intersection point (B013) sensing light source position; According to three vertex positions of triangle surface (B012), calculate the surface normal (B020) of triangle surface (B012); According to distance, the vector (B019) and the angle of surface normal (B020) and the radiance of light source of light source to intersection point (B013), the illuminance (B021) of calculating triangle surface (B012) multiply by variable α with illuminance (B021) and assignment is given variable I (B022); Angle according to the opposite vector of the normal vector of the material properties of the value of variable I (B022), scene point to be drawn (B001) and scene point to be drawn (B001) and refracted ray direction vector (B010), calculate the caustic working flare of element (B003) expression according to the illumination reflection model and treat the illumination contribution margin of drawing scene point (B001), and it is added among total illumination value of scene point to be drawn (B001), the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-5): create a point of intersection S that originates in element (B003) 1The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 1The ray of the direction that member variable is represented (B023); Create a point of intersection S that originates in element (B003) 2The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 2The ray of the direction that member variable is represented (B024); Create a point of intersection S that originates in element (B003) 3The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 3The ray of the direction that member variable is represented (B025); Calculate the intersection point (B026) on ray (B023) and plane (B002); Calculate the intersection point (B027) on ray (B024) and plane (B002); Calculate the intersection point (B028) on ray (B025) and plane (B002); If scene point to be drawn (B001) be in by outside the definite triangle of intersection point (B026), intersection point (B027) and intersection point (B028) or scene point to be drawn (B001) not on the straight-line segment definite by intersection point (B026), intersection point (B027) and intersection point (B028), then the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001), otherwise arrives the distance of intersection point (B026), intersection point (B027) and intersection point (B028) and the birefringence radiation direction vector RS of element (B003) according to scene point to be drawn (B001) 1, birefringence radiation direction vector RS 2, birefringence radiation direction vector RS 3Deng three member variables, go out the birefringence radiation direction vector (B029) that scene point to be drawn (B001) is located by interpolation calculation;
(S022-6): create one and originate in scene point to be drawn (B001), direction is parallel to the ray (B030) of the opposite vector of birefringence radiation direction vector (B029); Calculate ray (B030) and point of intersection S by element (B003) 1, point of intersection S 2, point of intersection S 3The leg-of-mutton intersection point (B031) that the intersection point of representing Deng three member variables constitutes; According to the point of intersection S of intersection point (B031) with element (B003) 1, point of intersection S 2, point of intersection S 3The distance of the intersection point of representing Deng three member variables and the refracted ray direction vector R of element (B003) 1, refracted ray direction vector R 2, refracted ray direction vector R 3Deng three member variables, go out the refracted ray direction vector (B032) that intersection point (B031) is located by interpolation calculation;
(S022-7): create one and originate in intersection point (B031), direction is parallel to the ray (B033) of the opposite vector of refracted ray direction vector (B032); Calculate ray (B033) and vertex position P by element (B003) 1, vertex position P 2, vertex position P 3The intersection point (B034) of the triangle surface (B012) that the summit of representing Deng three member variables constitutes; Create one and originate in intersection point (B034), end at the line segment (B035) of light source position; Whether there are opaque triangle surface (B015) and line segment (B035) to intersect in the test 3D virtual scene (A001), if do not have friendship then change (S022-8), otherwise triangle surface (B012) with respect to light source by partial occlusion, it is 0 that the caustic working flare of its generation is treated the illumination contribution of drawing scene point (B001), and the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-8):, then calculate triangle (B036) in point of intersection S by element (B003) if intersection point (B026), intersection point (B027) and intersection point (B028) constitute a triangle (B036) 1, point of intersection S 2, point of intersection S 3Projected area (B037) on the determined plane of representing Deng three member variables of intersection point, calculate the projected area (B038) of projected area (B037) on triangle surface (B012) plane, place again, calculate the ratio (B039) of the area of projected area (B038) and triangle surface (B012) at last, give variable β ratio (B039) assignment of area; If intersection point (B026), intersection point (B027) and intersection point (B028) constitute the straight line section, then variable β is set to a fixed value; Establishment is carried out normalization to vector (B040) and is calculated from the vector (B040) of intersection point (B034) sensing light source position; According to three vertex positions of triangle surface (B012), calculate the surface normal (B020) of triangle surface (B012); According to distance, the vector (B040) and the angle of surface normal (B020) and the radiance of light source of light source to intersection point (B034), the illuminance (B041) of calculating triangle surface (B012) multiply by variable β with illuminance (B041) and assignment is given variable J (B042); Angle according to the opposite vector of the normal vector of the material properties of the value of variable J (B042), scene point to be drawn (B001) and scene point to be drawn (B001) and birefringence radiation direction vector (B029), calculate the caustic working flare of element (B003) expression according to the illumination reflection model and treat the illumination contribution margin of drawing scene point (B001), and it is added among total illumination value of scene point to be drawn (B001), the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001).
Beneficial effect
The invention provides a kind of method for drafting that reflects the 3D virtual scene face caustic effect that produces by smooth surface.The inventive method is compared with the photon mapping method, has avoided the tracking computing to a large amount of photons from light emitted, has improved the drafting efficient of face caustic effect.In addition, the inventive method can be integrated among the global illumination rendering algorithm frameworks such as ray trace at an easy rate, can improve the sense of reality of 3D virtual scene pattern drafting significantly.
Description of drawings
Fig. 1 draws flow process by the 3D virtual scene face caustic effect that the smooth surface refraction produces; Fig. 2 is the data structure of the caustic working flare of smooth surface refraction generation.
Embodiment
In order to make the features and advantages of the present invention clearer, the invention will be further described in conjunction with specific embodiments with reference to the accompanying drawings.
In the present embodiment, use ray trace algorithm drafting 3 D virtual scene.Because the ray trace algorithm only carries out the recurrence tracking to direct reflection light or refracted ray, therefore can't draw out the face caustic effect on the diffuse reflection surface.For this reason, the drafting problem of the 3D virtual scene face caustic effect that refraction produces at smooth surface increases a new process in need calculating at the illumination value of scene point, so that obtain the caustic illumination value of scene point.Calculate remain to be drawn the caustic illumination value of scene point, just realized drafting to 3D virtual scene face caustic effect.The caustic illumination value is added among the scene point illumination value that standard light line following algorithm computation goes out, can be further face caustic effect be synthesized among the final 3D virtual scene drawing result.To tell about the embodiment that this increases process newly below.
The present invention at first provides the data structure (100) of a kind of storage by the caustic working flare in the 3D virtual scene of smooth surface refraction generation, and as shown in Figure 2, it comprises the vertex position P of smooth transparent triangle surface 1, vertex position P 2, vertex position P 3, vertex scheme vector N 1, vertex scheme vector N 2, vertex scheme vector N 3, refraction sign F 1, refraction sign F 2, refraction sign F 3, refracted ray direction vector R 1, refracted ray direction vector R 2, refracted ray direction vector R 3, intersect sign T 1, intersect sign T 2, intersect sign T 3, point of intersection S 1, point of intersection S 2, point of intersection S 3, birefringence sign G 1, birefringence sign G 2, birefringence sign G 3, birefringence radiation direction vector RS 1, birefringence radiation direction vector RS 2, birefringence radiation direction vector RS 3Deng 18 member variables.
Method of the present invention (010) part is created all the caustic working flares in the 3D virtual scene (A001) that is produced by the smooth surface refraction, and concrete steps are as follows:
Step (S011): all smooth transparent triangle surfaces towards light source in the 3D virtual scene (A001) are deposited among triangle surface tabulation 1 (A002); The smooth transparent triangle surface of all backlight in the 3D virtual scene (A002) is deposited among triangle surface tabulation 2 (A003); Each triangle surface (A004) among diabolo dough sheet tabulation 1 (A002) is created the variable (A005) of a data structure (100) type, and variable (A005) is associated with triangle surface (A004);
Step (S012): the summit of all triangle surfaces among triangle surface tabulation 1 (A002) is deposited in the vertex list 1 (A006), and the summit of deletion repetition; To each summit (A007) in the vertex list 1 (A006), create one from the summit (A007) points to the vector (A008) of light source position, if the normal vector of summit (A007) is spent greater than 90 with the angle of vector (A008), then summit (A007) deleted from vertex list 1 (A006);
Step (S013):, do following calculating to each summit (A009) in the vertex list 1 (A006):
(S013-1): according to the refractive index of the position of summit (A009) and normal vector, light source position, smooth transparent triangle surface that summit (A009) is corresponding, whether (A009) position can reflect on the summit from the light of light source incident in judgement, if can reflect, then calculate the refracted ray direction vector (A010) of position, summit (A009) and put Flag0=1, otherwise put Flag0=0 and change step (S014);
(S013-2): position and refracted ray direction vector (A010) according to summit (A009) are created refracted ray ray (A011), whether judge among triangle surface tabulation 1 (A002) and triangle surface tabulation 2 (A003) has triangle surface (A012) and refracted ray ray (A011) to intersect, if do not have, then put Flag1=0 and change step (S014), otherwise put Flag1=1, and calculate (A009) nearest intersection point (A013) from the summit, the triangle surface (A014) of intersection point (A013) position is associated with summit (A009), judge according to refraction law again and can reflect in intersection point (A013) position, if generation reflects then puts Flag2=1 and calculate refracted ray direction vector (A015), otherwise puts Flag2=0 and change step (S014);
(S013-3): in triangle surface tabulation 1 (A002), find out all triangle surfaces (A016) that comprise summit (A009), calculate the numbering i (i=1,2,3) of summit (A009) in the vertex sequence of each triangle surface (A016); The position and the normal vector of summit (A009) are distinguished the vertex position P that assignment is given the variable (A005) that is associated with each triangle surface (A016) iAnd vertex scheme vector N iMember variable; The Flag0 assignment is given the refraction sign F of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Refracted ray direction vector (A010) assignment is given the refracted ray direction vector R of the variable (A005) that is associated with each triangle surface (A016) iMember variable; The Flag1 assignment is given the crossing sign T of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Intersection point (A013) assignment is given the point of intersection S of the variable (A005) that is associated with each triangle surface (A016) iMember variable; The Flag2 assignment is given the birefringence sign G of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Refracted ray direction vector (A015) assignment is given the birefringence radiation direction vector RS of the variable (A005) that is associated with each triangle surface (A016) iMember variable;
Step (S014):, do following calculating for each triangle surface (A017) among triangle surface tabulation 1 (A002):
(S014-1): if i refraction sign F of the variable (A005) that is associated with triangle surface (A017) iThe value of member variable is 0 (i=1,2,3), then with triangle surface (A017) deletion from triangle surface tabulation 1 (A002), otherwise changes step (S015);
(S014-2): if i birefringence sign G of the variable (A005) that is associated with triangle surface (A017) iThe value of member variable is 0 (i=1,2,3), then with triangle surface (A017) deletion from triangle surface tabulation 1 (A002), otherwise changes step (S015);
Step (S015): the associated variable (A005) of each triangle surface (A018) among triangle surface tabulation 1 (A002) is deposited in the tabulation (A019), and tabulation (A019) has defined all the caustic working flares in the 3D virtual scene that is produced by the smooth surface refraction.
Method of the present invention (020) part realizes the calculating of the caustic illumination value of scene point to be drawn (B001), and concrete steps are as follows:
Step (S021): create a plane (B002) that comprises scene point to be drawn (B001), and the normal vector of plane (B002) is parallel to the normal vector of scene point to be drawn (B001);
Step (S022):, do following calculating for each element (B003) in the tabulation (A019):
(S022-1): if the crossing sign T of element (B003) 1, intersect sign T 2, intersect sign T 3Deng three member variables all is 1, then change (S022-5), otherwise, create a vertex position P who originates in element (B003) 1The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 1The ray of the direction that member variable is represented (B004) is created a vertex position P who originates in element (B003) 2The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 2The ray of the direction that member variable is represented (B005) is created a vertex position P who originates in element (B003) 3The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 3The ray of the direction that member variable is represented (B006);
(S022-2): the intersection point (B007) that calculates ray (B004) and plane (B002); Calculate the intersection point (B008) on ray (B005) and plane (B002); Calculate the intersection point (B009) on ray (B006) and plane (B002); If scene point to be drawn (B001) be in by outside the definite triangle of intersection point (B007), intersection point (B008) and intersection point (B009) or scene point to be drawn (B001) not on the straight-line segment definite by intersection point (B007), intersection point (B008) and intersection point (B009), then the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001), otherwise arrives the distance of intersection point (B007), intersection point (B008) and intersection point (B009) and the refracted ray direction vector R of element (B003) according to scene point to be drawn (B001) 1, refracted ray direction vector R 2, refracted ray direction vector R 3Deng three member variables, go out the refracted ray direction vector (B010) that scene point to be drawn (B001) is located by interpolation calculation;
(S022-3): create one and originate in scene point to be drawn (B001), direction is parallel to the ray (B011) of the opposite vector of refracted ray direction vector (B010); Calculate ray (B011) and vertex position P by element (B003) 1, vertex position P 2, vertex position P 3The intersection point (B013) of the triangle surface (B012) that the summit of representing Deng three member variables constitutes; Create one and originate in intersection point (B013), end at the line segment (B014) of light source position; Whether there are opaque triangle surface (B015) and line segment (B014) to intersect in the test 3D virtual scene (A001), if do not have friendship then change (S022-4), otherwise triangle surface (B012) with respect to light source by partial occlusion, it is 0 that the caustic working flare of its generation is treated the illumination contribution of drawing scene point (B001), and the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-4): if intersection point (B007), intersection point (B008) and intersection point (B009) constitute a triangle (B016), then calculate the projected area (B017) of triangle (B016) on triangle surface (B012) plane, place, calculate the ratio (B018) of the area of projected area (B017) and triangle surface (B012) again, give variable α ratio (B018) assignment of area; If intersection point (B007), intersection point (B008) and intersection point (B009) constitute the straight line section, then variable α is set to a fixed value; Establishment is carried out normalization to vector (B019) and is calculated from the vector (B019) of intersection point (B013) sensing light source position; According to three vertex positions of triangle surface (B012), calculate the surface normal (B020) of triangle surface (B012); According to distance, the vector (B019) and the angle of surface normal (B020) and the radiance of light source of light source to intersection point (B013), the illuminance (B021) of calculating triangle surface (B012) multiply by variable α with illuminance (B021) and assignment is given variable I (B022); Angle according to the opposite vector of the normal vector of the material properties of the value of variable I (B022), scene point to be drawn (B001) and scene point to be drawn (B001) and refracted ray direction vector (B010), calculate the caustic working flare of element (B003) expression according to the illumination reflection model and treat the illumination contribution margin of drawing scene point (B001), and it is added among total illumination value of scene point to be drawn (B001), the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-5): create a point of intersection S that originates in element (B003) 1The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 1The ray of the direction that member variable is represented (B023); Create a point of intersection S that originates in element (B003) 2The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 2The ray of the direction that member variable is represented (B024); Create a point of intersection S that originates in element (B003) 3The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 3The ray of the direction that member variable is represented (B025); Calculate the intersection point (B026) on ray (B023) and plane (B002); Calculate the intersection point (B027) on ray (B024) and plane (B002); Calculate the intersection point (B028) on ray (B025) and plane (B002); If scene point to be drawn (B001) be in by outside the definite triangle of intersection point (B026), intersection point (B027) and intersection point (B028) or scene point to be drawn (B001) not on the straight-line segment definite by intersection point (B026), intersection point (B027) and intersection point (B028), then the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001), otherwise arrives the distance of intersection point (B026), intersection point (B027) and intersection point (B028) and the birefringence radiation direction vector RS of element (B003) according to scene point to be drawn (B001) 1, birefringence radiation direction vector RS 2, birefringence radiation direction vector RS 3Deng three member variables, go out the birefringence radiation direction vector (B029) that scene point to be drawn (B001) is located by interpolation calculation;
(S022-6): create one and originate in scene point to be drawn (B001), direction is parallel to the ray (B030) of the opposite vector of birefringence radiation direction vector (B029); Calculate ray (B030) and point of intersection S by element (B003) 1, point of intersection S 2, point of intersection S 3The leg-of-mutton intersection point (B031) that the intersection point of representing Deng three member variables constitutes; According to the point of intersection S of intersection point (B031) with element (B003) 1, point of intersection S 2, point of intersection S 3The distance of the intersection point of representing Deng three member variables and the refracted ray direction vector R of element (B003) 1, refracted ray direction vector R 2, refracted ray direction vector R 3Deng three member variables, go out the refracted ray direction vector (B032) that intersection point (B031) is located by interpolation calculation;
(S022-7): create one and originate in intersection point (B031), direction is parallel to the ray (B033) of the opposite vector of refracted ray direction vector (B032); Calculate ray (B033) and vertex position P by element (B003) 1, vertex position P 2, vertex position P 3The intersection point (B034) of the triangle surface (B012) that the summit of representing Deng three member variables constitutes; Create one and originate in intersection point (B034), end at the line segment (B035) of light source position; Whether there are opaque triangle surface (B015) and line segment (B035) to intersect in the test 3D virtual scene (A001), if do not have friendship then change (S022-8), otherwise triangle surface (B012) with respect to light source by partial occlusion, it is 0 that the caustic working flare of its generation is treated the illumination contribution of drawing scene point (B001), and the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-8):, then calculate triangle (B036) in point of intersection S by element (B003) if intersection point (B026), intersection point (B027) and intersection point (B028) constitute a triangle (B036) 1, point of intersection S 2, point of intersection S 3Projected area (B037) on the determined plane of representing Deng three member variables of intersection point, calculate the projected area (B038) of projected area (B037) on triangle surface (B012) plane, place again, calculate the ratio (B039) of the area of projected area (B038) and triangle surface (B012) at last, give variable β ratio (B039) assignment of area; If intersection point (B026), intersection point (B027) and intersection point (B028) constitute the straight line section, then variable β is set to a fixed value; Establishment is carried out normalization to vector (B040) and is calculated from the vector (B040) of intersection point (B034) sensing light source position; According to three vertex positions of triangle surface (B012), calculate the surface normal (B020) of triangle surface (B012); According to distance, the vector (B040) and the angle of surface normal (B020) and the radiance of light source of light source to intersection point (B034), the illuminance (B041) of calculating triangle surface (B012) multiply by variable β with illuminance (B041) and assignment is given variable J (B042); Angle according to the opposite vector of the normal vector of the material properties of the value of variable J (B042), scene point to be drawn (B001) and scene point to be drawn (B001) and birefringence radiation direction vector (B029), calculate the caustic working flare of element (B003) expression according to the illumination reflection model and treat the illumination contribution margin of drawing scene point (B001), and it is added among total illumination value of scene point to be drawn (B001), the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001).

Claims (1)

1. the method for drafting of a 3D virtual scene face caustic effect that is produced by smooth surface refraction is characterized in that required data structure and performing step are as follows:
Required data structure: the invention provides the data structure (100) of a kind of storage by the caustic working flare in the 3D virtual scene of smooth surface refraction generation, it comprises the vertex position P of smooth transparent triangle surface 1, vertex position P 2, vertex position P 3, vertex scheme vector N 1, vertex scheme vector N 2, vertex scheme vector N 3, refraction sign F 1, refraction sign F 2, refraction sign F 3, refracted ray direction vector R 1, refracted ray direction vector R 2, refracted ray direction vector R 3, intersect sign T 1, intersect sign T 2, intersect sign T 3, point of intersection S 1, point of intersection S 2, point of intersection S 3, birefringence sign G 1, birefringence sign G 2, birefringence sign G 3, birefringence radiation direction vector RS 1, birefringence radiation direction vector RS 2, birefringence radiation direction vector RS 3Deng 18 member variables;
Performing step:
Method of the present invention (010) part is created all the caustic working flares in the 3D virtual scene (A001) that is produced by the smooth surface refraction, and concrete steps are as follows:
Step (S011): all smooth transparent triangle surfaces towards light source in the 3D virtual scene (A001) are deposited among triangle surface tabulation 1 (A002); The smooth transparent triangle surface of all backlight in the 3D virtual scene (A002) is deposited among triangle surface tabulation 2 (A003); Each triangle surface (A004) among diabolo dough sheet tabulation 1 (A002) is created the variable (A005) of a data structure (100) type, and variable (A005) is associated with triangle surface (A004);
Step (S012): the summit of all triangle surfaces among triangle surface tabulation 1 (A002) is deposited in the vertex list 1 (A006), and the summit of deletion repetition; To each summit (A007) in the vertex list 1 (A006), create one from the summit (A007) points to the vector (A008) of light source position, if the normal vector of summit (A007) is spent greater than 90 with the angle of vector (A008), then summit (A007) deleted from vertex list 1 (A006);
Step (S013):, do following calculating to each summit (A009) in the vertex list 1 (A006):
(S013-1): according to the refractive index of the position of summit (A009) and normal vector, light source position, smooth transparent triangle surface that summit (A009) is corresponding, whether (A009) position can reflect on the summit from the light of light source incident in judgement, if can reflect, then calculate the refracted ray direction vector (A010) of position, summit (A009) and put Flag0=1, otherwise put Flag0=0 and change step (S014);
(S013-2): position and refracted ray direction vector (A010) according to summit (A009) are created refracted ray ray (A011), whether judge among triangle surface tabulation 1 (A002) and triangle surface tabulation 2 (A003) has triangle surface (A012) and refracted ray ray (A011) to intersect, if do not have, then put Flag1=0 and change step (S014), otherwise put Flag1=1, and calculate (A009) nearest intersection point (A013) from the summit, the triangle surface (A014) of intersection point (A013) position is associated with summit (A009), judge according to refraction law again and can reflect in intersection point (A013) position, if generation reflects then puts Flag2=1 and calculate refracted ray direction vector (A015), otherwise puts Flag2=0 and change step (S014);
(S013-3): in triangle surface tabulation 1 (A002), find out all triangle surfaces (A016) that comprise summit (A009), calculate the numbering i (i=1,2,3) of summit (A009) in the vertex sequence of each triangle surface (A016); The position and the normal vector of summit (A009) are distinguished the vertex position P that assignment is given the variable (A005) that is associated with each triangle surface (A016) iAnd vertex scheme vector N iMember variable; The Flag0 assignment is given the refraction sign F of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Refracted ray direction vector (A010) assignment is given the refracted ray direction vector R of the variable (A005) that is associated with each triangle surface (A016) iMember variable; The Flag1 assignment is given the crossing sign T of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Intersection point (A013) assignment is given the point of intersection S of the variable (A005) that is associated with each triangle surface (A016) iMember variable; The Flag2 assignment is given the birefringence sign G of the variable (A005) that is associated with each triangle surface (A016) iMember variable; Refracted ray direction vector (A015) assignment is given the birefringence radiation direction vector RS of the variable (A005) that is associated with each triangle surface (A016) iMember variable;
Step (S014):, do following calculating for each triangle surface (A017) among triangle surface tabulation 1 (A002):
(S014-1): if i refraction sign F of the variable (A005) that is associated with triangle surface (A017) iThe value of member variable is 0 (i=1,2,3), then with triangle surface (A017) deletion from triangle surface tabulation 1 (A002), otherwise changes step (S015);
(S014-2): if i birefringence sign G of the variable (A005) that is associated with triangle surface (A017) iThe value of member variable is 0 (i=1,2,3), then with triangle surface (A017) deletion from triangle surface tabulation 1 (A002), otherwise changes step (S015);
Step (S015): the associated variable (A005) of each triangle surface (A018) among triangle surface tabulation 1 (A002) is deposited in the tabulation (A019), and tabulation (A019) has defined all the caustic working flares in the 3D virtual scene that is produced by the smooth surface refraction;
Method of the present invention (020) part realizes the calculating of the caustic illumination value of scene point to be drawn (B001), and concrete steps are as follows:
Step (S021): create a plane (B002) that comprises scene point to be drawn (B001), and the normal vector of plane (B002) is parallel to the normal vector of scene point to be drawn (B001);
Step (S022):, do following calculating for each element (B003) in the tabulation (A019):
(S022-1): if the crossing sign T of element (B003) 1, intersect sign T 2, intersect sign T 3Deng three member variables all is 1, then change (S022-5), otherwise, create a vertex position P who originates in element (B003) 1The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 1The ray of the direction that member variable is represented (B004) is created a vertex position P who originates in element (B003) 2The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 2The ray of the direction that member variable is represented (B005) is created a vertex position P who originates in element (B003) 3The summit that member variable is represented, direction are parallel to the refracted ray direction vector R of element (B003) 3The ray of the direction that member variable is represented (B006);
(S022-2): the intersection point (B007) that calculates ray (B004) and plane (B002); Calculate the intersection point (B008) on ray (B005) and plane (B002); Calculate the intersection point (B009) on ray (B006) and plane (B002); If scene point to be drawn (B001) be in by outside the definite triangle of intersection point (B007), intersection point (B008) and intersection point (B009) or scene point to be drawn (B001) not on the straight-line segment definite by intersection point (B007), intersection point (B008) and intersection point (B009), then the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001), otherwise arrives the distance of intersection point (B007), intersection point (B008) and intersection point (B009) and the refracted ray direction vector R of element (B003) according to scene point to be drawn (B001) 1, refracted ray direction vector R 2, refracted ray direction vector R 3Deng three member variables, go out the refracted ray direction vector (B010) that scene point to be drawn (B001) is located by interpolation calculation;
(S022-3): create one and originate in scene point to be drawn (B001), direction is parallel to the ray (B011) of the opposite vector of refracted ray direction vector (B010); Calculate ray (B011) and vertex position P by element (B003) 1, vertex position P 2, vertex position P 3The intersection point (B013) of the triangle surface (B012) that the summit of representing Deng three member variables constitutes; Create one and originate in intersection point (B013), end at the line segment (B014) of light source position; Whether there are opaque triangle surface (B015) and line segment (B014) to intersect in the test 3D virtual scene (A001), if do not have friendship then change (S022-4), otherwise triangle surface (B012) with respect to light source by partial occlusion, it is 0 that the caustic working flare of its generation is treated the illumination contribution of drawing scene point (B001), and the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-4): if intersection point (B007), intersection point (B008) and intersection point (B009) constitute a triangle (B016), then calculate the projected area (B017) of triangle (B016) on triangle surface (B012) plane, place, calculate the ratio (B018) of the area of projected area (B017) and triangle surface (B012) again, give variable α ratio (B018) assignment of area; If intersection point (B007), intersection point (B008) and intersection point (B009) constitute the straight line section, then variable α is set to a fixed value; Establishment is carried out normalization to vector (B019) and is calculated from the vector (B019) of intersection point (B013) sensing light source position; According to three vertex positions of triangle surface (B012), calculate the surface normal (B020) of triangle surface (B012); According to distance, the vector (B019) and the angle of surface normal (B020) and the radiance of light source of light source to intersection point (B013), the illuminance (B021) of calculating triangle surface (B012) multiply by variable α with illuminance (B021) and assignment is given variable I (B022); Angle according to the opposite vector of the normal vector of the material properties of the value of variable I (B022), scene point to be drawn (B001) and scene point to be drawn (B001) and refracted ray direction vector (B010), calculate the caustic working flare of element (B003) expression according to the illumination reflection model and treat the illumination contribution margin of drawing scene point (B001), and it is added among total illumination value of scene point to be drawn (B001), the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-5): create a point of intersection S that originates in element (B003) 1The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 1The ray of the direction that member variable is represented (B023); Create a point of intersection S that originates in element (B003) 2The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 2The ray of the direction that member variable is represented (B024); Create a point of intersection S that originates in element (B003) 3The position of intersecting point that member variable is represented, direction are parallel to the birefringence radiation direction vector RS of element (B003) 3The ray of the direction that member variable is represented (B025); Calculate the intersection point (B026) on ray (B023) and plane (B002); Calculate the intersection point (B027) on ray (B024) and plane (B002); Calculate the intersection point (B028) on ray (B025) and plane (B002); If scene point to be drawn (B001) be in by outside the definite triangle of intersection point (B026), intersection point (B027) and intersection point (B028) or scene point to be drawn (B001) not on the straight-line segment definite by intersection point (B026), intersection point (B027) and intersection point (B028), then the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001), otherwise arrives the distance of intersection point (B026), intersection point (B027) and intersection point (B028) and the birefringence radiation direction vector RS of element (B003) according to scene point to be drawn (B001) 1, birefringence radiation direction vector RS 2, birefringence radiation direction vector RS 3Deng three member variables, go out the birefringence radiation direction vector (B029) that scene point to be drawn (B001) is located by interpolation calculation;
(S022-6): create one and originate in scene point to be drawn (B001), direction is parallel to the ray (B030) of the opposite vector of birefringence radiation direction vector (B029); Calculate ray (B030) and point of intersection S by element (B003) 1, point of intersection S 2, point of intersection S 3The leg-of-mutton intersection point (B031) that the intersection point of representing Deng three member variables constitutes; According to the point of intersection S of intersection point (B031) with element (B003) 1, point of intersection S 2, point of intersection S 3The distance of the intersection point of representing Deng three member variables and the refracted ray direction vector R of element (B003) 1, refracted ray direction vector R 2, refracted ray direction vector R 3Deng three member variables, go out the refracted ray direction vector (B032) that intersection point (B031) is located by interpolation calculation;
(S022-7): create one and originate in intersection point (B031), direction is parallel to the ray (B033) of the opposite vector of refracted ray direction vector (B032); Calculate ray (B033) and vertex position P by element (B003) 1, vertex position P 2, vertex position P 3The intersection point (B034) of the triangle surface (B012) that the summit of representing Deng three member variables constitutes; Create one and originate in intersection point (B034), end at the line segment (B035) of light source position; Whether there are opaque triangle surface (B015) and line segment (B035) to intersect in the test 3D virtual scene (A001), if do not have friendship then change (S022-8), otherwise triangle surface (B012) with respect to light source by partial occlusion, it is 0 that the caustic working flare of its generation is treated the illumination contribution of drawing scene point (B001), and the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001);
(S022-8):, then calculate triangle (B036) in point of intersection S by element (B003) if intersection point (B026), intersection point (B027) and intersection point (B028) constitute a triangle (B036) 1, point of intersection S 2, point of intersection S 3Projected area (B037) on the determined plane of representing Deng three member variables of intersection point, calculate the projected area (B038) of projected area (B037) on triangle surface (B012) plane, place again, calculate the ratio (B039) of the area of projected area (B038) and triangle surface (B012) at last, give variable β ratio (B039) assignment of area; If intersection point (B026), intersection point (B027) and intersection point (B028) constitute the straight line section, then variable β is set to a fixed value; Establishment is carried out normalization to vector (B040) and is calculated from the vector (B040) of intersection point (B034) sensing light source position; According to three vertex positions of triangle surface (B012), calculate the surface normal (B020) of triangle surface (B012); According to distance, the vector (B040) and the angle of surface normal (B020) and the radiance of light source of light source to intersection point (B034), the illuminance (B041) of calculating triangle surface (B012) multiply by variable β with illuminance (B041) and assignment is given variable J (B042); Angle according to the opposite vector of the normal vector of the material properties of the value of variable J (B042), scene point to be drawn (B001) and scene point to be drawn (B001) and birefringence radiation direction vector (B029), calculate the caustic working flare of element (B003) expression according to the illumination reflection model and treat the illumination contribution margin of drawing scene point (B001), and it is added among total illumination value of scene point to be drawn (B001), the caustic working flare of closure element (B003) expression is treated the illumination contribution calculation of drawing scene point (B001).
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CN102298792A (en) * 2011-08-08 2011-12-28 长春理工大学 Approximate drawing method for 3D (three-dimensional) virtual scene comprising surface caustic effect generated by mirror reflection
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