CN106023300A - Body rendering method and system of semitransparent material - Google Patents
Body rendering method and system of semitransparent material Download PDFInfo
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Abstract
The invention discloses a body rendering method of a semitransparent material. The method comprises the following steps: step one, obtaining light source attribute data and material parameter data of a semitransparent module body; step two, for each light color spectrum, through combination with the light source attribute data and the material parameter data of the semitransparent module body, generating a body light quantity model; and step three, based on a conventional light projection algorithm, an influence exerted by voxels around a sampling point on the sampling point is added, and a rendering formula of the semitransparent module body is obtained. The invention also discloses a body rendering system of a semitransparent material, comprising structures of such three portions, i.e., a data collection unit, a body light quantity model generation unit and a rendering unit. According to the invention, little extra memory is consumed based on a conventional light projection three-dimensional rendering algorithm, real-time subsurface scattering simulation is realized, and the problem of too much consumption of time and memory in conventional simulation subsurface scattering is well solved.
Description
Technical field
The present invention relates to graphics rendering technology field, particularly relate to one and facilitate the translucent material Subsurface Scattering side of rendering
Method and system.
Background technology
Along with the development of three-dimensional visualization technique, people are more and more stronger to the cognitive sense of virtual reality.Thing in actual environment
The lighting effect that body presents can be different because of the difference of object material, must take into scene when therefore rendering virtual scene true to nature
In the material properties of each object.
In numerous materials, there is the true to nature of translucent attribute material and render complexity the most, most challenge.Wash with watercolours in high quality
The not only requirement of dye translucent material model considers the absorption between light and three-dimensional voxel and reflection effect, it is necessary to consider light
Scattering effect between voxel, this under model surface produce scattering effect we be referred to as " Subsurface Scattering ", refer in particular to
Light enters object from body surface point, through scattering-in, finally from the light transmittance process of other outgoing of body surface.Secondary
Surface scattering shows particularly evident in translucent material, such as human skin, wax candle, the material such as jade and snow, visual effect
Be mainly reflected in the feature of softening object, interior of articles occur color bleeding (color bleeding) and shadow edge have by
The phenomenon of gradual transition.Such as, human ear shade owing to Subsurface Scattering can present micro-red color rather than completely black shade.
Owing to Subsurface Scattering becomes extremely complex by light path, traditional three-dimensional visualized algorithm ray-tracing is not
The rendering effect that high-quality is true to nature can be generated, though and Monte Carlo ray tracing algorithm can render Subsurface Scattering light well
According to effect, but time complexity is high, renders a width virtual scene figure and generally requires the time of a couple of days, and cost is the biggest.
Nicodemus proposed BSSRDF (bidirectional surface scattering in 1977
Distribution function two-way dispersion surface reflectivity distribution function) theoretical, it can describe light on surface any two
Transmittance process between point, Accurate Model Subsurface Scattering.
dL0(x0,ω0)=fbssrdf(xi,ωi;x0,ω0)dφi(xi,ωi)
Wherein, L0(x0,ω0) it is x0Point direction is ω0Emergent radiation degree, φi(xi,ωi) it is from ωiDirection is incided
xiLuminous flux.
Applying at present more in Rendering algorithms is the simple version BRDF (Bidirectional of BSSRDF
Reflectance Distribution Function bidirectional reflectance distribution function), it is assumed that light is incident and outgoing is same
Point, i.e. x0=xi, but this version can not render the visual effect of translucent material and quality is stiff does not have vivid effect.
In recent years, experts and scholars have obtained certain achievement in research in terms of subsurface Rendering algorithms:
Can accurately but time-consumingly simulate Subsurface Scattering by solving total radiation equation of transfer, but only have minority scholar at present
Use the method, the photon mapping method such as Dorsey, simulate full Subsurface Scattering to render colorful pebble.Pharr and
Hanrahan utilizes scattering function to simulate Subsurface Scattering.Although these methods solving total radiation equation of transfer can simulate institute
There is Subsurface Scattering visual effect, but computation complexity is abnormal high.
Calendar year 2001, Jensen et al., on the basis of supposing that Subsurface Scattering surface is infinitely great half-plane, simplifies unrestrained
Scattering model, it is proposed that illumination model in BSSRDF is decomposed into single Subsurface Scattering and repeatedly by the method for dipole light source approximation
Subsurface Scattering, and row approximation when employing the method for dipole light source in repeatedly Subsurface Scattering, compare Monte Carlo can
Obtain rendering speed faster.Simon in 2004 et al. observes laser and propagates in the liquid of full scattering and inspired, and carries
Go out point spread function (point spread function) and combined optical attenuation volume pyramid, having further increased and render
Speed, but spent internal memory is more than nine times of non-pyramid Rendering algorithms and once light source attributes changes, and needs pretreatment big
Amount data, operand substantially increases, and Caton phenomenon occurs.
In sum, for the phenomenon consuming internal memory time-consuming in Subsurface Scattering Rendering algorithms, the present invention provides a kind of not
Energy real-time rendering when changing light source attributes, only than the wash with watercolours rendering nontransparent material method extra consumption triploid size of data internal memory
Dyeing method.
Summary of the invention
For the deficiencies in the prior art, an object of the present invention is to solve in Subsurface Scattering rendering intent, time-consumingly
The problems such as consumption internal memory, it is proposed that the body rendering intent of a kind of translucent material, it is based on nontransparent Rendering algorithms, is not changing
In the case of light source attributes, the Subsurface Scattering side of rendering of energy real-time rendering and only extra consumption triploid size of data internal memory
Method.
To achieve these goals, the present invention adopts the following technical scheme that:
A kind of body rendering intent of translucent material, it comprises the following steps:
Step 1, acquisition light source attributes data and the material parameters data of translucent module body, described light source attributes includes light
Source position Lp, light color Lcr、LcgAnd Lcb;Described material parameters includes absorptance σa, scattering coefficient σsAnd phase functionWherein,For luminous energy incident direction,For luminous energy exit direction;
Step 2, to each light color spectrum, in conjunction with the material parameters data of light source attributes data and translucent module body
Generate body light quantity model LV respectivelyr、LVgAnd LVb:
Wherein, j is r, g, b thrin, and d is coordinate x, the accumulation voxel value of y, z to light source direction;ε is scattering angle
Mean cosine and:
Step 3, tradition light projecting algorithm on the basis of, add the impact on sampled point s of the sampled point surrounding voxels,
The formula that renders to the translucent module body of monochromatic light:
Wherein, I (si) represent at sampled point siThe brightness at place, sampled point siRepresent that light source is by translucent module body
Ith sample point;X represent be perpendicular to sight line and with the surrounding voxels on sampled point s intersecting plane, G (X, s) represent with sampling
With the dimensional Gaussian distribution that physical depth D (d) is relevant centered by some s, D (d)=γ d, γ are the constant relevant to material;q(X)
For light value at voxel X around in body light quantity model;T(si-1,si) represent sampled point si-1To sampled point siAccumulation transparent
Degree and:
Wherein: τ (si-1,si) it is sampled point si-1To sampled point siBetween optical thickness, σaS () is that monochromatic light is at s point
Absorptance value.
Described dimensional Gaussian distribution G (X, computational methods s) are:
G (X, s)=Gu(σ,r)(|X-s|) (5)
Wherein: | X-s | is the surrounding voxels X vectorial coordinate from sampled point s;Gu(σ,r)For the value of two-dimensional Gaussian kernel, the σ side of being
Difference, r is radius, and:
σ=D (d) γ1 (6)
R=D (d) γ2 (7)
Wherein, γ1For variance with change in depth multiple, γ2For radius with change in depth multiple, γ1And γ2It is more than 1
Constant.
To achieve these goals, the present invention adopts the following technical scheme that:
A kind of body rendering system of translucent material, comprising:
Data collection module, for obtaining the material parameters data of light source attributes data and translucent module body, described light
Source attribute includes light source position Lp, light color Lcr、LcgAnd Lcb;Described material parameters includes absorptance σa, scattering coefficient σsWith
Phase functionWherein,For luminous energy incident direction,For luminous energy exit direction;
Body light quantity model generation unit, for each light color spectrum, in conjunction with light source attributes data and translucent mould
The material parameters data of block generate body light quantity model LV respectivelyr、LVgAnd LVb:
Wherein, j is r, g, b thrin, and d is coordinate x, the accumulation voxel value of y, z to light source direction;ε is scattering angle
Mean cosine and:
Rendering unit, on the basis of tradition light projecting algorithm, adds sampled point surrounding voxels X to sampled point s
Impact, obtain the formula that renders of the translucent module body of monochromatic light:
Wherein, I (si) represent at sampled point siThe brightness at place, sampled point siRepresent that light source is by translucent module body
Ith sample point;X represent be perpendicular to sight line and with the surrounding voxels on sampled point s intersecting plane, G (X, s) represent with sampling
With the dimensional Gaussian distribution that physical depth D (d) is relevant centered by some s, D (d)=γ d, γ are the constant relevant to material;q(X)
For light value at voxel X around in body light quantity model;T(si-1,si) represent sampled point si-1To sampled point siAccumulation transparent
Degree and:
Wherein: τ (si-1,si) it is sampled point si-1To sampled point siBetween optical thickness, σaS () is that monochromatic light is at s point
Absorptance value.
Described dimensional Gaussian distribution G (X, computational methods s) are:
G (X, s)=Gu(σ,r)(|X-s|) (12)
Wherein: | X-s | is the surrounding voxels X vectorial coordinate from sampled point s;Gu(σ,r)For the value of two-dimensional Gaussian kernel, the σ side of being
Difference, r is radius, and:
σ=D (d) γ1 (13)
R=D (d) γ2 (14)
Wherein, γ1For variance with change in depth multiple, γ2For radius with change in depth multiple, γ1And γ2It is more than 1
Constant.
GPGPU is write at GPU (Graphics Processing Unit graphic process unit) end according to formula (10)
(General Purpose GPU general-purpose computations graphic process unit) programs render final image, finally reaches from GPU video memory
CPU host memory refreshes for interface, and display renders image.
Preferably, described dimensional Gaussian distribution G (X, computational methods s) are:
G (X, s)=Gu(σ,r)(|X-s|) (12)
Wherein: | X-s | is the surrounding voxels X vectorial coordinate from sampled point s;Gu(σ,r)For the value of two-dimensional Gaussian kernel, the σ side of being
Difference, r is radius, and:
σ=D (d) γ1 (13)
R=D (d) γ2 (14)
Wherein, γ1For variance with change in depth multiple, γ2For radius with change in depth multiple, γ1And γ2It is more than 1
Constant.
The body rendering intent of the translucent material that the present invention illustrates and system, it has the beneficial effects that: throw at tradition light
Expend a small amount of extra memory on the basis of penetrating three-dimensional rendering algorithm and realize real-time Subsurface Scattering simulation, solve existing mould very well
Intend the time-consuming problem taking internal memory of Subsurface Scattering.
Accompanying drawing explanation
Fig. 1 is the flow chart of the body rendering intent of translucent material of the present invention;
Fig. 2 is tradition light projection three-dimensional rendering algorithm schematic diagram;
Fig. 3 is that light projecting algorithm color adds up schematic diagram;
Fig. 4 is the impact on sampled point of the sampled point surrounding voxels;
Fig. 5 is the change schematic diagram increasing radius along with the degree of depth;
Fig. 6 is the structural representation of integration plane;
Fig. 7 is gaussian kernel visualized graphs;
Fig. 8 is brain fMRI body rendering effect figure;
Fig. 9 is the block diagram of the body rendering system of translucent material of the present invention.
Detailed description of the invention
It is next with specific embodiment below in conjunction with the accompanying drawings that the invention will be further described.
Embodiment one
The body rendering intent of a kind of translucent material, is used for solving to simulate Subsurface Scattering time-consuming expense memory problem at present,
Refer to shown in Fig. 1, it comprises the following steps:
S10, acquisition light source attributes and module body material parameters, light source attributes includes: light source position Lp, light color Lcr、Lcg
And Lcb(being followed successively by HONGGUANG color, green glow color and blue light color);Material parameters includes: absorptance σa, scattering coefficient σsWith
Phase functionWherein absorptance σa=σa(r, g, b), it includes HONGGUANG color absorption factor sigmaar, green glow color absorption
Factor sigmaagAnd blue light color absorptance σab, similarly scattering coefficient σs=σs(r, g, b), it includes that the scattering of HONGGUANG color is
Number σsr, green glow color scattering coefficient σsgAnd blue light color scattering coefficient σsb。
Mean cosine ε of definition scattering angle is
S20, to each color spectrum, light source position and material parameters that integrating step S10 obtains generate body light quantity model
LVr、LVgAnd LVb,
Wherein, j is j, g, b thrin;D is coordinate x, the accumulation voxel value of y, z to light source direction, such as, when j is r,
(2-1) formula then makes into:It is the body of HONGGUANG color spectrum
Light quantity model, in like manner, the body light quantity model LV of the most corresponding green glow color spectrum when j is g or bgBody with blue light color spectrum
Light quantity model LVb。
S30, rendering, traditional light projecting algorithm (i.e. light projection three-dimensional rendering algorithm) is as shown in Figure 2.
Light projection method is direct volume drawing algorithm based on image sequence.From each pixel of image, along fixing
A light is launched in direction (typically direction of visual lines), the whole image sequence of light traverses, and in this process, to image sequence
Row carry out sampling and obtain colouring information, color value are added up, until light traverses is whole according to light absorption model simultaneously
Image sequence, the color value obtained is exactly the color rendering image, and all pixels on last traverses screen are just specified
Object two dimensional image on screen.
As it is shown on figure 3, existing color (monochromatic light) totalization formula is:
Wherein,Q (s) is voxel radiation value, σaS () is monochromatic light (three bases
One in color) or other a certain light in the absorptance value of s point, three primary colours can independently with the absorptance of oneself,
Scattering coefficient using formula (3-1) calculates Ir(si)、Ig(si) and Ib(si), finally combine formation colored rendering figure together.
Because tradition Projection algorithm does not considers, along sight line sampled point surrounding voxels, the contribution of last image does not the most consider time table
Area scattering, therefore generates image stiff the most true to nature.
The present invention, on the basis of tradition Projection algorithm, adds the impact on sampled point of the sampled point surrounding voxels, such as Fig. 4 institute
Show, after i.e. obtaining amendment, can make the formula that renders of the more life-like translucent module body of monochromatic light of generation image:
Wherein, X (being defined as surrounding voxels) for be perpendicular to sight line and with the point on sampled point intersecting plane, it is known that normal and
On normal a bit, geometry knowledge is used can conveniently to try to achieve intersecting plane and at this planar integral.R and θ is respectively the pole of X point
Radius and polar angle, dX=drd θ, 0≤θ≤2 π.(X is s) with the dimensional Gaussian that degree of depth D (d) is relevant divides centered by sampled point to G
Cloth, wherein D is physical depth, and for uniform material, it is the fixing multiple of accumulation voxel value d, i.e. D=γ d, wherein γ and material
The constant of qualitative correlation.The general the deepest variance of the degree of depth is the biggest, and q (X) is the light quantity in the body light quantity model that step S20 generates at X point
Value.
It is demonstrated experimentally that in calculating the surrounding voxels light quantity contribution to sampled point S, the voxel light quantity that distance sample is the most remote
Contributing the least, therefore the present invention is distributed in order to the dimensional Gaussian centered by sampled point S and simulates the contribution of nearly voxel greatly, remote voxel tribute
Offer little situation, if Fig. 5 radial direction stepping is R_step;Experiment demonstrates again that, along with the degree of depth increase dispersion effect also with
Enhancing, voxel contribution margin also reaches unanimity, therefore the present invention with the radius r (i.e. Gauss window size) increased with the degree of depth and with
The Gauss variances sigma that the degree of depth increases simulates this effect, if Fig. 5 direction of visual lines stepping is S_step.
Variance and radius determine value Gu of two-dimensional Gaussian kernel(σ,r), the formula that variances sigma and radius r change with degree of depth D is:
σ=D γ1 (3-3)
R=D γ2 (3-4)
Wherein, γ1And γ2Identical material is greater than two constants of 1, bigger for relatively transparent material value.As Fig. 6 is high
This core is about centrosymmetry, and therefore can set from centre coordinate | X-s | is independent variable, then (X s) counts the G in formula (3-2)
Calculation formula is
G (X, s)=Gu(σ,r)(|X-s|) (3-5)
Wherein, | X-s | is the X vectorial coordinate from sampled point s, and along with X is away from sampled point s, (X s) reduces, s weight GxWith
syIt is abscissa and the vertical coordinate of sampled point s respectively, because the definition polar form (r, θ) of X point, so needing to be converted
Become plane coordinates, the plane coordinates parameter of | the X-s | that then reentries, it may be assumed that
| X-s |=(r cos θ-sx,r·sinθ-sy) (3-6)
Below as a example by brain fMRI body renders, said process is explained in detail and illustrates.
First, obtaining light source and material parameters, arranging light source position is and x, y and z axes angle 45 degree, a length of 500
Vector on;The material parameters arranging human body skin is: σs(0.74,0.88,1.01), σa(0.032,0.17,0.48).Wherein
Each component is scattering or the absorption parameter of each color, and i.e. 0.74 is the scattering coefficient to r (red), can be expressed as σsr, in like manner,
0.88 is the scattering coefficient σ to g (green)sg, 1.01 is the scattering coefficient σ to b (blue)sb。
2. can generate the light quantity body Model of redgreenblue after getting parms, so-called light quantity body Model is exactly that light enters material
Light radiation in plastid, generates three individual data items according to equation below.
Wherein as described in technical scheme, j is r, g, b thrin;D is coordinate x, the accumulation voxel of y, z to light source direction
Value, light color Lcr、Lcg、Lcb, material absorptance σa, scattering coefficient σsMean cosine ε with scattering angle.Do not changing light source
When position or other attribute, this light body-measure data only needs to calculate once.
3. in the case of light source position and material parameters are the most immovable, three light quantity body Models can keep constant and
Directly carry out rendering step.Render stepping and be typically chosen 0.5 in the case of not producing moire effect, every stepping is once sampled
Point, obtains light quantity body Model value about, and the stepping selecting radius is identical with sampled point number of steps, i.e. R_step in Fig. 5 with
S_step is identical, and maximum radius Max_d is the function of depth capacity Max_d:
Wherein depth capacity is material properties, represents the depth capacity that light can arrive, can arrange in implementing
Along the maximum iteration time of light sampling, it is typically chosen 500 steps.
4. render the equation of improvement according to conventional bulk:
Write GPGPU programs render final image at GPU end, from GPU video memory, finally reach CPU host memory for interface
Refreshing, display renders image.Wherein, X be perpendicular to sight line and with the point on sampled point intersecting plane, (X is s) with sampled point to G
Centered by with degree of depth D (d) relevant dimensional Gaussian distribution, the biggest variance of the general degree of depth is the biggest, and q (X) is at X in body light quantity model
The light value of point.Such as, radius is 3, and variance is that gaussian kernel when 1.5 is
Its integration plane graph and visualized graphs are the most as shown in Figure 6 and Figure 7.
5. different material properties values is set
In being embodied as, providing the interface arranging material properties value on interface, user can arrange accumulation voxel value d's
Fixing multiple γ, variance are with change in depth multiple γ1, radius is with change in depth multiple γ2And depth capacity, maximum iteration time
Observe the Same Way rendering effect to unlike material.Generally the parameter of this method is γ=1, i.e. accumulation voxel
Value d is physical depth D;γ1And γ2It is respectively 2.3 and 1.8, thus obtains brain fMRI body rendering effect figure, such as Fig. 8 institute
Show.
Embodiment two
Embodiment two provides the body rendering system of a kind of translucent material, refer to shown in Fig. 9, and it includes data collection list
Unit 10, body light quantity model generation unit 20 and rendering unit 30, they realize step S10, S20 and S30 in embodiment one respectively
Flow process, repeat no more here.
The above, be only present pre-ferred embodiments, not impose any restrictions the technical scope of the present invention, therefore
Every any trickle amendment, equivalent variations and modification made above example according to the technical spirit of the present invention, the most still belongs to
In the range of technical solution of the present invention.
Claims (4)
1. the body rendering intent of a translucent material, it is characterised in that it comprises the following steps:
Step 1, acquisition light source attributes data and the material parameters data of translucent module body, described light source attributes includes light source position
Put Lp, light color Lcr、LcgAnd Lcb;Described material parameters includes absorptance σa, scattering coefficient σsAnd phase functionIts
In,For luminous energy incident direction,For luminous energy exit direction;
Step 2, to each light color spectrum, in conjunction with light source attributes data and translucent module body material parameters data respectively
Generate body light quantity model LVr、LVgAnd LVb:
Wherein, j is r, g, b thrin, and d is coordinate x, the accumulation voxel value of y, z to light source direction;ε is the flat of scattering angle
All cosine and:
Step 3, tradition light projecting algorithm on the basis of, add the impact on sampled point s of the sampled point surrounding voxels, obtain list
The translucent module body of coloured light render formula:
Wherein, I (si) represent at sampled point siThe brightness at place, sampled point siRepresent that light source is by i-th on translucent module body
Individual sampled point;X represent be perpendicular to sight line and with the surrounding voxels on sampled point s intersecting plane, G (X, s) represent with sampled point s be
Center is distributed with the dimensional Gaussian that physical depth D (d) is relevant, and D (d)=γ d, γ are the constant relevant to material;Q (X) is body
Light value at voxel X around in light quantity model;T(si-1,si) represent sampled point si-1To sampled point siAccumulation transparency
And:
Wherein: τ (si-1,si) it is sampled point si-1To sampled point siBetween optical thickness, σaS () is the monochromatic light absorption at s point
Coefficient value.
The body rendering intent of translucent material the most according to claim 1, it is characterised in that described dimensional Gaussian distribution G
(X, computational methods s) are:
G (X, s)=Gu(σ,r)(|X-s|) (5)
Wherein: | X-s | is the surrounding voxels X vectorial coordinate from sampled point s;Gu(σ,r)For the value of two-dimensional Gaussian kernel, σ is variance, r
For radius, and:
σ=D (d) γ1 (6)
R=D (d) γ2 (7)
Wherein, γ1For variance with change in depth multiple, γ2For radius with change in depth multiple, γ1And γ2Be more than 1 is normal
Number.
3. the body rendering system of a translucent material, it is characterised in that comprising:
Data collection module, for obtaining the material parameters data of light source attributes data and translucent module body, described light source belongs to
Property includes light source position Lp, light color Lcr、LcgAnd Lcb;Described material parameters includes absorptance σa, scattering coefficient σsWith phase letter
NumberWherein,For luminous energy incident direction,For luminous energy exit direction;
Body light quantity model generation unit, for each light color spectrum, in conjunction with light source attributes data and translucent module body
Material parameters data generate body light quantity model LV respectivelyr、LVgAnd LVb:
Wherein, j is r, g, b thrin, and d is coordinate x, the accumulation voxel value of y, z to light source direction;ε is the flat of scattering angle
All cosine and:
Rendering unit, for, on the basis of tradition light projecting algorithm, adding the sampled point surrounding voxels X shadow to sampled point s
Ring, obtain the formula that renders of the translucent module body of monochromatic light:
Wherein, I (si) represent at sampled point siThe brightness at place, sampled point siRepresent that light source is by i-th on translucent module body
Individual sampled point;X represent be perpendicular to sight line and with the surrounding voxels on sampled point s intersecting plane, G (X, s) represent with sampled point s be
Center is distributed with the dimensional Gaussian that physical depth D (d) is relevant, and D (d)=γ d, γ are the constant relevant to material;Q (X) is body
Light value at voxel X around in light quantity model;T(si-1,si) represent sampled point si-1To sampled point siAccumulation transparency
And:
Wherein: τ (si-1,si) it is sampled point si-1To sampled point siBetween optical thickness, σaS () is the monochromatic light absorption at s point
Coefficient value.
The body rendering system of translucent material the most according to claim 3, it is characterised in that described dimensional Gaussian distribution G
(X, computational methods s) are:
G (X, s)=Gu(σ,r)(|X-s|) (12)
Wherein: | X-s | is the surrounding voxels X vectorial coordinate from sampled point s;Gu(σ,r)For the value of two-dimensional Gaussian kernel, σ is variance, r
For radius, and:
σ=D (d) γ1 (13)
R=D (d) γ2 (14)
Wherein, γ1For variance with change in depth multiple, γ2For radius with change in depth multiple, γ1And γ2Be more than 1 is normal
Number.
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