CN104966297A - General assistant technique for generating shadow through shadow map - Google Patents
General assistant technique for generating shadow through shadow map Download PDFInfo
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- CN104966297A CN104966297A CN201510336330.2A CN201510336330A CN104966297A CN 104966297 A CN104966297 A CN 104966297A CN 201510336330 A CN201510336330 A CN 201510336330A CN 104966297 A CN104966297 A CN 104966297A
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Abstract
The invention discloses a general assistant technique for generating a shadow through a shadow map. The technique comprises the following steps: carrying out precomputation on a contour template to obtain a contour sampling point lookup table; drawing a scene in a light source space and forming a linear shadow map with a shadow map algorithm based on uniform point sampling being combined; drawing a scene in a vision field space, transferring pixels to the light source space and classifying the pixels into contour pixels and non-contour pixels; for the non-contour pixels, using linear interpolation to calculate depths of shielding objects and comparing the depth values to obtain a shadow result; and for the contour pixels, reading contour sampling points in the pre-constructed contour sampling point lookup table through local similarity relation, and obtaining a shadow result according to the position relation of the pixel coordinates and the contour sampling points. According to the general assistant technique for generating the shadow through the shadow map, on the basis of the conventional shadow map algorithm, less extra performance overhead is used, and shadow generation quality or algorithm performance of the algorithm is improved.
Description
Technical field
The present invention relates to computer graphics shade drafting field, be specifically related to the ancillary technique that a kind of general echo generates shade.
Background technology
Shade is one of important element of real world, is also an indispensable part in composograph Realistic Rendering.It carries the important information such as light source position in scene, light direction of transfer.Although shade drafting algorithm has been a classical problem in computer graphics, the problem how efficiently and robustly generating shade has not been resolved completely.The two kinds of main flow algorithms drawing shade are echo algorithm and shadow volume algorithm respectively, represent respectively based on image and two kinds of hard shadow generation thinkings based on geometry.Wherein the maximum feature of echo algorithm makes simple efficient, and algorithm performance is substantially independent of scene complexity.In addition, shadow volume algorithm is owing to needing to extract the geometry borderline of object scene, therefore can only to be applied in geometry be in polygonal scene; And echo algorithm can be used in any scene geometry that can be rasterized, use restriction less.Therefore echo algorithm has been called the selection generating shade in most of real-time application.
The maximum problem of original echo algorithm is that shade loses shape.In order to address this problem, existing echo algorithm mainly can be divided into distortion/matching, z-segmentation, adaptivenon-uniform sampling, the types such as elimination of losing shape according to the difference of mentality of designing.Wherein distortion/matching (Lloyd D B, Govindaraju N K, Quammen C, et al.Logarithmic perspective shadowmaps [J] .ACM Transactionson Graphics, 2008, 27 (4): Article No.106) and z-segmentation (Lloyd D B, Tuft D, YoonS e, et al.Warping and Partitioning for Low ErrorShadow Maps [C] .ProceedingsOf the 17th Eurographics Conference On RenderingTechniques.Aire-la-Ville:Eurographics Association Press, although method efficiency 2006:215-226) is higher, but they can only make to lose shape and be evenly distributed in scene, the treatment effect lost shape still depends critically upon the size of resolution, and distortion/approximating method can not process projection to lose shape.Adaptivenon-uniform sampling (FernandoR, Fernandez S, Bala K, et al.Adaptive shadow maps [C] .Proceedingsof the28th annual conference on Computer graphics and interactivetechniques (SIGGRAPH ' 01) .New York:ACM Press, 2001:387-390) and to lose shape elimination (Aila T, Laine S.Alias-free shadow maps [C] .Proceedings of the FifteenthEurographicsconference On Rendering Techniques.Aire-la-Ville:EurographicsAssociationPress, 2004:161-166) scheduling algorithm can avoid the problem of losing shape of echo in theory completely, but efficiency of algorithm is lower, the effect directly played in application is in real time also little.On the other hand, comparing original echo algorithm only needs storage single pass depth map, and z-segmentation, adaptivenon-uniform sampling and the methods such as elimination of losing shape all need more extra echo storage space.
Summary of the invention
The technical problem to be solved in the present invention is the ancillary technique that a kind of general echo of design generates shade, helps other echo algorithm improvement shadow generation quality and algorithm performance.
For solving the problems of the technologies described above, the technical solution used in the present invention is:
General echo generates an ancillary technique for shade, comprising:
(1) precomputation is carried out to the outline line template of going in pixelation profile reconstruction technology and obtain outline line sampled point look-up table;
(2) draw scene from light source space, obtain the first echo in conjunction with the echo algorithm based on even point sampling, respectively offset half texel size in x and y direction and obtain the second echo, the first echo and the second echo form linear echo;
(3) drawing scene from ken space, by pixel transform to light source space, and is outline line pixel and non-outline line pixel pixel classifications;
(4) use linear interpolation to calculate the shelter degree of depth for non-outline line pixel, deep angle value obtains shade result; For outline line pixel, in the outline line sampled point look-up table built in advance, read outline line sampled point by the similarity relationships of local, according to the position relationship of pixel coordinate and outline line sampled point, obtain shade result.
Echo algorithm based on even point sampling of the present invention comprises distortion/fitting algorithm (list of references: Lloyd D B, Govindaraju N K, Quammen C, et al.Logarithmic perspectiveshadowmaps [J] .ACM Transactions on Graphics, 2008, 27 (4): Article No.106), z-partitioning algorithm (list of references: Lloyd D B, Tuff D, Yoon S e, et al.Warping andPartitioning for Low ErrorShadow Maps [C] .Proceedings of the 17thEurographics Conference On RenderingTechniques.Aire-la-Ville:EurographicsAssociatio n Press, 2006:215-226) or adaptivenon-uniform sampling algorithm (list of references: Fernando R, Fernandez S, Bala K, et al.Adaptive shadow maps [C] .Proceedingsof the 28thannual conference on Computer graphics and interactive techniques (SIGGRAPH ' 01) .New York:ACM Press, 2001:387-390).
As preferably, the pre-computation methods in step (1) is:
(1-1) enumerate similarity figure near texel: for each depth-sampling point, judge itself and the serial relation of the adjacent depth-sampling value of eight neighborhood, generate similarity figure;
(1-2) be a unit with one side of something that each depth-sampling point is adjacent with some, voronoi subdivision carried out to similarity figure, obtains position and the direction of outline line;
(1-3) according to the position calculation B-spline curves of outline line, to B-spline curves uniform sampling 5 points, and calculate the coordinate of these 5 points, thus set up outline line sampled point look-up table.
As preferably, in step (1-2), deletion degree is the node optimization outline line position of 2.
Concrete, pre-computation methods is as follows:
First enumerate similarity figure near texel: for each depth-sampling point, judge it and the serial relation of the adjacent depth-sampling value of eight neighborhood, if the gap between two depth values is less than given threshold value, then represent to there is geometric continuity between the two; Otherwise, then there is no geometric continuity between the two, thus generate similarity figure.Then be a unit with one side of something that each depth-sampling point is adjacent with some, voronoi subdivision carried out to similarity figure, obtains position and the direction of outline line.In order to eliminate some singularities in Voronoi figure, simplify subdivision result, deletion degree is the node optimization outline line position of 2.Then according to the position calculation B-spline curves of outline line.In order to simplify, to the B-spline curves uniform sampling reconstructed 5 points, and calculate the coordinate of these 5 points, thus setting up outline line sampled point look-up table.
As preferably, the sampling location of the linear echo in step (2) is center and the angle point of each texel.
Linear shade map generalization method in step (2) is as follows:
The sampling location of the linear echo of the present invention is center and the angle point of each texel, the depth value storing all pixel centers in conjunction with any echo algorithm based on even point sampling (as methods such as distortion/matching, z-segmentation and adaptivenon-uniform sampling) is the first echo, offset half texel size in x and y direction and obtain the second echo, the first echo and second echo form linear echo.
The method obtaining linear echo in conjunction with distortion/matching echo algorithm is: the depth value storing all pixel centers is the first echo, offset half texel size in x and y direction and obtain the second echo, first echo and the second echo form linear echo, then obtain new linear echo to linear echo applying distortion and distortion.
Obtaining linear echo method in conjunction with z-segmentation echo algorithm is: the cone is divided into multiple sub-cone along the z-axis direction, the depth value that each cone stores its all pixel center is the first echo, offset half texel size in x and y direction and obtain the second echo, the first echo and second echo form linear echo.
The method that combining adaptive partitioning algorithm obtains linear echo is: successively segment the first echo, improve constantly scene local resolution, error up to date between two times result is less than a set-point, then offset half texel size in x and y direction and obtain the second echo, the first echo and the second echo form linear echo.
As preferably, the pixel classifications method in step (3) is:
Object pixel is projected to light source space, and finds the texel at object pixel place, obtain depth-sampling point on this texel center and four angles by linear echo;
Ask for the mean value of the value of the depth-sampling point on four angles, judge that whether the result obtained is equal with the depth value that pixel center stores, if both are equal, this object pixel is outline line pixel;
Otherwise this object pixel is non-outline line pixel.
When the depth value that mean value and the pixel center of the relatively value of degree of depth sampled point store, need to arrange a minimum tolerable error to avoid the error in floating number computation process.
As preferably, during linear interpolation compute depth value in step (4), for pixel P, can by the texture coordinate determination pixel P place delta-shaped region of pixel P, in conjunction with three summit V of described delta-shaped region
0, V
1and V
2texture coordinate, calculate pixel P relative to the barycentric coordinates (u, v, ω) of described delta-shaped region:
Calculate the depth value of the shelter of pixel P again:
P
occ.z=u·V
0.z+v·V
1.z+ω·V
2.z,
In formula:
P
occrepresent the shelter of pixel P,
Z represents depth value,
(P.x, P.y) is expressed as the two-dimensional projection coordinate of pixel P in light source space,
V
0, V
1and V
2for affiliated leg-of-mutton three summits,
V
0.x, V
0.y, V
1.x, V
1.y, V
2.x, V
2.y V is represented respectively
0, V
1and V
22 d texture coordinate,
V
0.z, V
1.z, V
2.z V is represented respectively
0, V
1and V
2depth value.
As preferably, in step (4), for outline line pixel, the method being read outline line sampled point by the similarity relationships of local in the outline line sampled point look-up table built in advance is:
Calculate the similarity figure result near corresponding texel according to linear echo, from similarity figure result, read 5 sampling point positions on the good corresponding outline line of precomputation, then judge shade result according to 5 position relationships between sampled point and broken line.
Compared with prior art, the present invention has following advantage:
(1) the present invention generates the technology of shade as a kind of general auxiliary echo algorithm, can be combined, help other echo algorithm improvement shadow generation quality and algorithm performance with any echo algorithm based on even point sampling; With distortion/matching, z-to split etc. efficient but generate the lower algorithm of shade quality be combined time, this algorithm can be helped to eliminate the phenomenon of losing shape of shade further; With adaptivenon-uniform sampling etc. generate shade quality higher but performance is lower algorithm is combined time, algorithm can be helped to generate the shade result of similar mass with higher efficiency;
(2) method arrived involved in the present invention is simple, efficient, not changing the framework of original echo algorithm, when being combined with other algorithm, only needing little extra performance expense.
Accompanying drawing explanation
Fig. 1 is the basic procedure schematic diagram of the embodiment of the present invention;
Fig. 2 is the schematic diagram that the echo of the embodiment of the present invention generates;
Fig. 3 is the schematic diagram that the present invention combines with the echo algorithm based on even point sampling.
Embodiment
As shown in Figure 1, the technical solution used in the present invention is: a kind of general auxiliary echo algorithm generates the technology of shade, and implementation step is as follows:
1) go the outline line template in pixelation profile reconstruction technology to carry out precomputation to obtain outline line sampled point look-up table to what relate in the present invention.
First similarity figure near texel is enumerated: for each depth-sampling point, first the serial relation of the adjacent depth-sampling value of it and eight neighborhood is judged, if the gap between two depth values is less than given threshold value, then represent to there is geometric continuity between the two; Otherwise, then there is no geometric continuity between the two, thus generate similarity figure.Then the limit of each in similarity figure is considered as two one side of something, two one side of something belong to adjacent depth-sampling point respectively.Be a unit with one side of something that each depth-sampling point is adjacent with some, voronoi subdivision is carried out to similarity figure, each region after subdivision is the set of sampled point from this region and half of nearest point thereof, and the line segment of subdivision outline line pixel constitutes estimated outline line approximate location.In order to eliminate some singularities in Voronoi figure, simplify subdivision result, deletion degree is the node optimization outline line position of 2.
Then according to the position calculation B-spline curves of outline line, finally our computational shadowgraph result, needs to judge the position relationship between the light source space coordinate of screen pixels and outline line, and this needs to relate to comparatively complicated calculating.In order to simplify this problem, to the B-spline curves uniform sampling reconstructed 5 points, and calculate the coordinate of these 5 points.Therefore, the final calculation result of pre-computation step is the light source space texture coordinate of 5 points stored in each texel.The problem solving pixel and B-spline position relationship also changes the problem in order to solve pixel and broken line position relationship, and this problem can be verified by the equation of the coordinate of point being brought successively into each line segment.It should be noted that echo algorithm also needs to determine shadow region and illuminated area respectively in the information on which limit of outline line more in addition.For the outline line that certain position is fixing, to produce ambiguity situation according to the orientation difference of shadow region.In our method, we distinguish two kinds of ambiguity situations by the difference of B-spline curves 5 sampled point storage order, and the storage order of sampled point is the clockwise direction of shadow region.We establish outline line sampled point look-up table like this.
2) scene is drawn from light source space, depth value in conjunction with any echo algorithm based on even point sampling (as methods such as distortion/matching, z-segmentation and adaptivenon-uniform sampling) storage pixel center is the first echo, offset half texel size in x and y direction and obtain second echo, the first echo and second echo form linear echo.
This shade drawing generating method and traditional echo method similar, the echo that difference is namely more stores an equal resolution, position offsets half texel size.The sampling location of echo of the present invention is center and the angle point of each texel, this sample mode is relative to the number of samples traditional echo method being in fact twice, and namely original echo adds the echo (in Fig. 2 (a) part) of the equal resolution of a skew half texel distance.As shown in (b) part in Fig. 2, the one-dimensional signal of linear reconstruction can relatively traditional echo closer to original signal, the error of registered depth value also obviously reduces.In Fig. 2 in (c) part, it is the collection of objects of geometry unit that the actual geometry in scene becomes with the triangle of 1/4th pixel sizes, and the more shallow triangle of color represents the region larger with original geometry error.Find by observing us, the inside of reconstruct geometry is consistent with original geometry; Although the texel region error near body outline makes moderate progress relative to original echo method, but still there is error.
Obtaining linear echo in conjunction with distortion/matching echo algorithm is: the depth value storing all pixel centers is the first echo, offset half texel size in x and y direction and obtain second echo, first echo and second echo form linear echo, then new linear echo is obtained to linear echo applying distortion and distortion, the density of the depth-sampling point in light source space is redistributed, as shown in (a) part in Fig. 3.
In conjunction with z-split echo algorithm obtain linear echo for: as shown in (b) part in Fig. 3, the cone is divided into multiple sub-cone along the z-axis direction, the depth value that each cone stores its all pixel center is the first echo, offset half texel size in x and y direction and obtain second echo, the first echo and second echo form linear echo.
Combining adaptive partitioning algorithm obtain linear echo for: as shown in (c) part in Fig. 3, successively segment the first echo, improve constantly scene local resolution, error up to date between two times result is less than a set-point, then offset half texel size in x and y direction and obtain second echo, the first echo and second echo form linear echo.
3) drawing scene from ken space, by pixel transform to light source space, and is outline line pixel and non-outline line pixel pixel classifications.
Before computational shadowgraph, first we need to classify to screen pixels.When a pixel projection is to light source space, we find the texel at its place, and by linear echo, we can obtain accurate depth-sampling value on this texel center and four angles.We are averaging the value of the depth-sampling point on four angles, judge that whether the result obtained is equal with the depth value of texel central store.If both are equal, this screen pixels is outline line pixel; Otherwise this pixel is non-outline line pixel.When comparing these two values, need to arrange a minimum tolerable error to avoid the error in floating number computation process.
4) use linear interpolation to calculate the shelter degree of depth for non-outline line pixel, deep angle value obtains shade result; For outline line pixel, read outline line sampled point in a lookup table by the similarity relationships of local, judge the position relationship of pixel coordinate and outline line sampled point, obtain shade result.
Use linear interpolation to calculate the shelter degree of depth for non-outline line pixel, deep angle value obtains shade result.
In linear echo, the texel of each original echo is sampled a natural division in order to four delta-shaped regions.When a pixel P projects on echo, determine it is positioned at which delta-shaped region of which texel by its texture coordinate.In conjunction with leg-of-mutton three summit V
0, V
1and V
2texture coordinate, the relation according to formula below tries to achieve this pixel relative to this barycenter oftriangle coordinate (u, v, ω).
Then the depth value of the shelter of P point can be obtained by formula linear interpolation below
P
occ.z=u·V
0.z+v·V
1.z+ω·V
2.z
P
occrepresent the shelter of pixel P,
Z represents depth value,
(P.x, P.y) is expressed as the two-dimensional projection coordinate of pixel P in light source space,
V
0, V
1and V
2for affiliated leg-of-mutton three summits,
V
0.x, V
0.y, V
1.x, V
1.y, V
2.x, V
2.y V is represented respectively
0, V
1and V
22 d texture coordinate,
V
0.z, V
1.z, V
2.z V is represented respectively
0, V
1and V
2depth value.
For outline line pixel, first the similarity figure result near corresponding texel is calculated according to echo, then read 5 sampling point positions on the good corresponding outline line of precomputation, finally judge shade result of calculation according to the position relationship between point and broken line.
The foregoing is only the preferred embodiment of the present invention, protection scope of the present invention is not limited in above-mentioned embodiment, and every technical scheme belonging to the principle of the invention all belongs to protection scope of the present invention.For a person skilled in the art, some improvements and modifications of carrying out under the prerequisite not departing from principle of the present invention, these improvements and modifications also should be considered as protection scope of the present invention.
Claims (8)
1. general echo generates an ancillary technique for shade, it is characterized in that, comprising:
(1) precomputation is carried out to the outline line template of going in pixelation profile reconstruction technology and obtain outline line sampled point look-up table;
(2) draw scene from light source space, obtain the first echo in conjunction with the echo algorithm based on even point sampling, respectively offset half texel size in x and y direction and obtain the second echo, the first echo and the second echo form linear echo;
(3) drawing scene from ken space, by pixel transform to light source space, and is outline line pixel and non-outline line pixel pixel classifications;
(4) use linear interpolation to calculate the shelter degree of depth for non-outline line pixel, deep angle value obtains shade result; For outline line pixel, in the outline line sampled point look-up table built in advance, read outline line sampled point by the similarity relationships of local, according to the position relationship of pixel coordinate and outline line sampled point, obtain shade result.
2. general echo according to claim 1 generates the ancillary technique of shade, and it is characterized in that, the described echo algorithm based on even point sampling comprises distortion/fitting algorithm, z-partitioning algorithm or adaptivenon-uniform sampling algorithm.
3. general echo according to claim 1 generates the ancillary technique of shade, and it is characterized in that, the pre-computation methods in step (1) is:
(1-1) enumerate similarity figure near texel: for each depth-sampling point, judge itself and the serial relation of the adjacent depth-sampling value of eight neighborhood, generate similarity figure;
(1-2) be a unit with one side of something that each depth-sampling point is adjacent with some, voronoi subdivision carried out to similarity figure, obtains position and the direction of outline line;
(1-3) according to the position calculation B-spline curves of outline line, to B-spline curves uniform sampling 5 points, and calculate the coordinate of these 5 points, thus set up outline line sampled point look-up table.
4. general echo according to claim 3 generates the ancillary technique of shade, and it is characterized in that, in step (1-2), deletion degree is the node optimization outline line position of 2.
5. general echo according to claim 1 generates the ancillary technique of shade, and it is characterized in that, the sampling location of the linear echo in step (2) is center and the angle point of each texel.
6. general echo according to claim 1 generates the ancillary technique of shade, and it is characterized in that, the pixel classifications method in step (3) is:
Object pixel is projected to light source space, and finds the texel at object pixel place, obtain depth-sampling point on this texel center and four angles by linear echo;
Ask for the mean value of the value of the depth-sampling point on four angles, judge that whether the result obtained is equal with the depth value that pixel center stores, if both are equal, this object pixel is outline line pixel;
Otherwise this object pixel is non-outline line pixel.
7. general echo according to claim 1 generates the ancillary technique of shade, it is characterized in that, during linear interpolation compute depth value in step (4), for pixel P, the texture coordinate determination pixel P place delta-shaped region of pixel P can be passed through, in conjunction with three summit V of described delta-shaped region
0, V
1and V
2texture coordinate, calculate pixel P relative to the barycentric coordinates (u, v, ω) of described delta-shaped region:
Calculate the depth value of the shelter of pixel P again:
P
occ.z=u·V
0.z+v·V
1.z+ω·V
2.z,
In formula:
P
occrepresent the shelter of pixel P,
Z represents depth value,
(P.x, P.y) is expressed as the two-dimensional projection coordinate of pixel P in light source space,
V
0, V
1and V
2for affiliated leg-of-mutton three summits,
V
0.x, V
0.y, V
1.x, V
1.y, V
2.x, V
2.y V is represented respectively
0, V
1and V
22 d texture coordinate,
V
0.z, V
1.z, V
2.z V is represented respectively
0, V
1and V
2depth value.
8. general echo according to claim 1 generates the ancillary technique of shade, it is characterized in that, in step (4), for outline line pixel, the method being read outline line sampled point by the similarity relationships of local in the outline line sampled point look-up table built in advance is:
Calculate the similarity figure result near corresponding texel according to linear echo, from similarity figure result, read 5 sampling point positions on the good corresponding outline line of precomputation, then judge shade result according to 5 position relationships between sampled point and broken line.
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