CN109448084A - It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm - Google Patents

It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm Download PDF

Info

Publication number
CN109448084A
CN109448084A CN201710727504.7A CN201710727504A CN109448084A CN 109448084 A CN109448084 A CN 109448084A CN 201710727504 A CN201710727504 A CN 201710727504A CN 109448084 A CN109448084 A CN 109448084A
Authority
CN
China
Prior art keywords
algorithm
light
voxelization
textures
banked
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN201710727504.7A
Other languages
Chinese (zh)
Inventor
潘明皓
帕斯卡·亚瑟
李熠
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Mobile Internet Technology Group Co Ltd
Original Assignee
Mobile Internet Technology Group Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Mobile Internet Technology Group Co Ltd filed Critical Mobile Internet Technology Group Co Ltd
Priority to CN201710727504.7A priority Critical patent/CN109448084A/en
Publication of CN109448084A publication Critical patent/CN109448084A/en
Pending legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/06Ray-tracing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Image Generation (AREA)

Abstract

The algorithm that light textures are baked and banked up with earth is carried out based on voxelization global illumination algorithm the invention discloses a kind of, including precomputation part and real-time rendering part, the precomputation part uses voxelization global illumination algorithm, light textures are baked and banked up with earth according to scene information, the real-time rendering part, the Ray Tracing Algorithm in good light patch carries out real-time rendering on the estimation.The present invention solves existing smooth textures and bakes and banks up with earth a large amount of calculating of algorithm needs, the longer problem of required time.

Description

It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm
Technical field
The present invention relates to illumination algorithm fields, and in particular to one kind carries out the baking of light textures based on voxelization global illumination algorithm The algorithm of training.
Background technique
In three-dimensional rendering program, calculating optic path is one of key problem.Light is issued from light source, into scene, and The position where observer is reached after single or multiple reflections in the scene.Generate true image, it is necessary in journey Simulation calculates complicated optical path in sequence, is often unable to reach real-time demand.
It is a kind of common skill that light textures, which are baked and banked up with earth,.Light textures are a kind of special textures, store object table in scene The final light of face everywhere is shone.When in scene object and light source there is no variation when, optical path will not change, therefore light Textures can be obtained by precomputation.In this way, can directly make to avoid complicated the Calculation of Optical Path during real-time rendering With the Lighting information being stored in light textures.The process of precomputation light textures is referred to as light textures and bakes and banks up with earth.
Existing smooth textures bake and bank up with earth algorithm using Ray Tracing Algorithm, by the optical path meter for tracking a large amount of light in the scene The incident light of object everywhere is calculated, calculating speed is slow.For example, more than 100 for one square metres of indoor scene, needs to count Hour bakes and banks up with earth the time.
Summary of the invention
The present invention provides a kind of algorithm baked and banked up with earth based on voxelization global illumination algorithm progress light textures, solves existing light patch Figure bakes and banks up with earth algorithm and needs a large amount of calculating, the longer problem of required time.
To achieve the above object, the invention provides the following technical scheme: a kind of carried out based on voxelization global illumination algorithm The algorithm that light textures are baked and banked up with earth, including precomputation part and real-time rendering part,
The precomputation part uses voxelization global illumination algorithm, bakes and banks up with earth light textures according to scene information, including walk as follows It is rapid:
Step 1: the voxelization of three-dimensional scenic
Object in scene is cut, constitutes it by several voxels, cutting, phase are carried out to it by grid 8 adjacent grid nodes constitute a small voxel, and voxel represents some measurable characteristics or only of the scene Vertical variable, effect of the voxel to light is indicated by grid node.
Step 2: light cone tracks
Each voxel is illuminated by the direct light cone in scene, using existing ultrafast direct lighting come vertical to be mapped to Light on volumetric pixel is computed correctly color and intensity.In the next stage, these voxels being illuminated are produced as light source Raw indirect light shines, and all voxels being illuminated provide starting point, direction and angle and execute taper focusing ray tracing, along small The taper coordinates measurement light diffusing reflection effect of range,
Step 3: baking and banking up with earth light textures according to scene information
Light textures are calculated according to the scene information that voxel stores,
The real-time rendering part,
The Ray Tracing Algorithm in good light textures carries out real-time rendering on the estimation.
Preferably, each voxel can be carried out multiple light cone tracking, according to the direction of actual light source and instead Reflective surface sets taper range and tracking quantity.
It is tracked preferably, executing multiple wide cut taper to each voxel, generates the indirect lighting effect of secondary reflection.
Preferably, voxel is distributed using tree, so as to efficiently be positioned to it, this tree meeting It is updated according to each frame, all voxels are utilized to collect Lighting information.
Preferably, the precomputation part and real-time rendering are based partially on GPU and are realized.It is powerful by GPU Operational capability makes taper tracking sufficiently fast, to enable us to execute one or many trackings to each voxel in real time.
The beneficial effects of the present invention are:
The present invention carries out light textures using voxelization global illumination algorithm and bakes and banks up with earth, and is pasted in real-time rendering using the light baked and banked up with earth Figure had both avoided the problem of Ray Tracing Algorithm time-consuming, obtained significantly improved efficiency, and voxelization global illumination is calculated Method may operate in it is non real-time under the conditions of, so without be limited to real time algorithm frame per second requirement, to increase voxel resolution With light cone quantity, the global illumination result of high quality is provided.
Detailed description of the invention
Attached drawing is used to provide further understanding of the present invention, and constitutes part of specification, the implementation with invention Example is used to explain the present invention together, is not construed as limiting the invention.
In the accompanying drawings:
Fig. 1 is algorithm flow chart of the invention.
Specific embodiment
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
Refering to fig. 1, a kind of to carry out the algorithm that light textures are baked and banked up with earth, including precomputation part based on voxelization global illumination algorithm With real-time rendering part,
The precomputation part uses voxelization global illumination algorithm, bakes and banks up with earth light textures according to scene information, including walk as follows It is rapid:
Step 1: the voxelization of three-dimensional scenic
Object in scene is cut, constitutes it by several voxels, cutting, phase are carried out to it by grid 8 adjacent grid nodes constitute a small voxel, and voxel represents some measurable characteristics or only of the scene Vertical variable, effect of the voxel to light is indicated by grid node.
Step 2: light cone tracks
Each voxel is illuminated by the direct light cone in scene, using existing ultrafast direct lighting come vertical to be mapped to Light on volumetric pixel is computed correctly color and intensity.In the next stage, these voxels being illuminated are produced as light source Raw indirect light shines, and all voxels being illuminated provide starting point, direction and angle and execute taper focusing ray tracing, along small The taper coordinates measurement light diffusing reflection effect of range executes multiple wide cut taper to each voxel and tracks, generates secondary Reflect indirect lighting effect.
Step 3: baking and banking up with earth light textures according to scene information
Light textures are calculated according to the scene information that voxel stores, voxel is distributed using tree, so as to It is efficiently positioned, this tree can update according to each frame, and all voxels are utilized to collect illumination letter Breath.
The real-time rendering part,
The Ray Tracing Algorithm in good light textures carries out real-time rendering on the estimation.
The precomputation part and real-time rendering are based partially on GPU and are realized.By the powerful operational capability of GPU, It makes taper tracking sufficiently fast, one or many trackings can be executed to each voxel in real time.
This preferred embodiment selects illusory engine 4 as platform is realized, selects the indoor scene of about 20 square meter of scene.It uses Algorithm of the invention, baking and banking up with earth the time is about 4 seconds, using traditional algorithm be about 20 points 40 seconds.Meanwhile the present invention is global by voxelization Optical illumination algorithm has been transferred to precomputation part, thus can use higher voxelization resolution ratio, to retain shade, together When, because present invention employs light textures, the frame per second of the 100 frames/more than second is still able to maintain in real-time rendering.
Finally, it should be noted that being not intended to restrict the invention the foregoing is merely preferred embodiment of the invention, to the greatest extent Present invention has been described in detail with reference to the aforementioned embodiments for pipe, for those skilled in the art, still can be with It modifies the technical solutions described in the foregoing embodiments or equivalent replacement of some of the technical features.It is all Within the spirit and principles in the present invention, any modification, equivalent replacement, improvement and so on should be included in guarantor of the invention Within the scope of shield.

Claims (5)

1. a kind of carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm, which is characterized in that including precomputation portion Divide and real-time rendering part, the precomputation part use voxelization global illumination algorithm, light patch is baked and banked up with earth according to scene information Figure includes the following steps: to stand it by several Step 1: the object in scene is cut in the voxelization of three-dimensional scenic Volumetric pixel is constituted, and cutting is carried out to it by grid, and 8 adjacent grid nodes constitute a small voxel, Step 2: Light cone tracks each voxel and is illuminated by the direct light in scene, in the next stage, these space images being illuminated Element is used as light source, generates indirect light and shines, and all voxels being illuminated provide starting point, direction and angle execution taper and focus light Line tracking, along small-scale taper coordinates measurement light diffusing reflection effect, Step 3: baking and banking up with earth light textures root according to scene information Light textures, the real-time rendering part, on the estimation in good light patch are calculated according to the scene information that voxel stores Ray Tracing Algorithm carries out real-time rendering.
2. according to claim 1 carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm, feature exists In, each described voxel can be carried out multiple light cone tracking, according to the direction of actual light source and reflecting surface, if Determine taper range and tracking quantity.
3. according to claim 2 carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm, feature exists In each described voxel executes multiple wide cut taper tracking, generates the indirect lighting effect of secondary reflection.
4. according to claim 1 carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm, feature exists In voxel is distributed using tree, so as to efficiently be positioned to it.
5. according to claim 1 carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm, feature exists In the precomputation part and real-time rendering are based partially on GPU and are realized.
CN201710727504.7A 2017-08-23 2017-08-23 It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm Pending CN109448084A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201710727504.7A CN109448084A (en) 2017-08-23 2017-08-23 It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201710727504.7A CN109448084A (en) 2017-08-23 2017-08-23 It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm

Publications (1)

Publication Number Publication Date
CN109448084A true CN109448084A (en) 2019-03-08

Family

ID=65530008

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201710727504.7A Pending CN109448084A (en) 2017-08-23 2017-08-23 It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm

Country Status (1)

Country Link
CN (1) CN109448084A (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112416601A (en) * 2020-12-09 2021-02-26 西安羚控电子科技有限公司 Large scene block loading method based on visual simulation
CN112968950A (en) * 2021-02-01 2021-06-15 吉林动画学院 Lightweight GPU (graphics processing Unit) cloud-baked Web3D real-time global illumination rendering pipeline
CN113012274A (en) * 2021-03-24 2021-06-22 北京壳木软件有限责任公司 Shadow rendering method and device and electronic equipment
CN113096228A (en) * 2021-06-09 2021-07-09 上海影创信息科技有限公司 Real-time illumination estimation and rendering method and system based on neural network
CN117351130A (en) * 2023-10-26 2024-01-05 广东工业大学 Real-time rendering method for intelligent workshop three-dimensional scene

Non-Patent Citations (4)

* Cited by examiner, † Cited by third party
Title
ANDREI SIMION, VICTOR ASAVEI, SORIN ANDREI PISTIRICA, OVIDIU PON: ""Practical GPU and voxel-based indirect illumination for real time computer games"", 《IEEE》 *
PIZI0475: ""NVIDIA的黑科技3:VXGI体素全局光照(https://blog.csdn.net/pizi047 5/article/details/49422123)"", 《CSDN》 *
王芳等: "基于BRDF和GPU并行计算的全局光照实时渲染", 《图学学报》 *
陈昱等: "基于GPU加速的光线跟踪渲染算法研究", 《武夷学院学报》 *

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112416601A (en) * 2020-12-09 2021-02-26 西安羚控电子科技有限公司 Large scene block loading method based on visual simulation
CN112968950A (en) * 2021-02-01 2021-06-15 吉林动画学院 Lightweight GPU (graphics processing Unit) cloud-baked Web3D real-time global illumination rendering pipeline
CN112968950B (en) * 2021-02-01 2024-04-16 吉林动画学院 Lightweight GPU cloud baking Web3D real-time global illumination rendering pipeline
CN113012274A (en) * 2021-03-24 2021-06-22 北京壳木软件有限责任公司 Shadow rendering method and device and electronic equipment
CN113012274B (en) * 2021-03-24 2023-07-28 北京壳木软件有限责任公司 Shadow rendering method and device and electronic equipment
CN113096228A (en) * 2021-06-09 2021-07-09 上海影创信息科技有限公司 Real-time illumination estimation and rendering method and system based on neural network
CN117351130A (en) * 2023-10-26 2024-01-05 广东工业大学 Real-time rendering method for intelligent workshop three-dimensional scene

Similar Documents

Publication Publication Date Title
CN109448084A (en) It is a kind of to carry out the algorithm that light textures are baked and banked up with earth based on voxelization global illumination algorithm
Dorsey et al. Design and simulation of opera lighting and projection effects
CN104008563B (en) Method for achieving global illumination drawing of animation three-dimensional scene with virtual point light sources
JP5063698B2 (en) Pixel color determination method and image processing system in ray tracing image processing system
US10732405B2 (en) Refractive surface
US6985143B2 (en) System and method related to data structures in the context of a computer graphics system
CN102521870B (en) Coloring reuse method for micro-polygon ray tracing
US20070038421A1 (en) River Modeling
US8436855B1 (en) Efficient illumination of large three dimensional environments
CN103903296B (en) Shading Rendering method in the design of virtual house ornamentation indoor scene
CN104077802A (en) Method for improving displaying effect of real-time simulation image in virtual scene
CN106056670A (en) Occlusion-eliminating radiation energy density simulation method in tower-type solar thermal power generation system
US9098939B2 (en) System and method of generating light maps
CN110908510A (en) Application method of oblique photography modeling data in immersive display equipment
CN108537869A (en) A kind of circular cone tracking dynamic global illumination method based on cascade texture
CN105335996B (en) A kind of computational methods and device of light radiation response
CN109448098A (en) A method of virtual scene light source is rebuild based on individual night scene image of building
CN106096085B (en) A kind of radiant energy dfensity analogy method of tower-type solar thermal power generating system
CN102298792B (en) Approximate drawing method for 3D (three-dimensional) virtual scene comprising surface caustic effect generated by mirror reflection
KR20010074340A (en) Apparatus and method of making a 3-dimensional map
Tadamura et al. A display method of trees by using photo images
Xu et al. Rendering and modeling of stratus cloud using weather forecast data
JP2006309632A (en) Sea surface image generating device
Kelly et al. An interactive system for procedural city generation
Fabritius et al. City virtualization

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
CB02 Change of applicant information

Address after: Room 307, 3 / F, supporting public building, Mantingfangyuan community, qingyanli, Haidian District, Beijing 100086

Applicant after: Beijing Wuyi Vision digital twin Technology Co.,Ltd.

Address before: Room 307, 3 / F, public building, Mantingfangyuan community, qingyunli, Haidian District, Beijing

Applicant before: DANGJIA MOBILE GREEN INTERNET TECHNOLOGY GROUP Co.,Ltd.

CB02 Change of applicant information
WD01 Invention patent application deemed withdrawn after publication

Application publication date: 20190308

WD01 Invention patent application deemed withdrawn after publication