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 PDFInfo
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- 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
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/06—Ray-tracing
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
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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
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.
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Cited By (5)
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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 |
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2017
- 2017-08-23 CN CN201710727504.7A patent/CN109448084A/en active Pending
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Cited By (7)
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 |
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