CN110176055A - A kind of adaptive approach for the simulation real-time global illumination in 3D virtual engine - Google Patents

A kind of adaptive approach for the simulation real-time global illumination in 3D virtual engine Download PDF

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CN110176055A
CN110176055A CN201910453097.4A CN201910453097A CN110176055A CN 110176055 A CN110176055 A CN 110176055A CN 201910453097 A CN201910453097 A CN 201910453097A CN 110176055 A CN110176055 A CN 110176055A
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global illumination
point light
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real
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CN110176055B (en
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李子豪
陈恒鑫
张�杰
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Chongqing University
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    • G06COMPUTING; CALCULATING OR COUNTING
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    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
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Abstract

本发明涉及一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法,属于模拟技术领域。一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法,该方法包括以下步骤:S1:模拟点光源的实时全局光照;S2:模拟聚光源的实时全局光照;S3:自适应模拟全局光照。本发明在保证3D虚拟场景真实性的基础上,显著地降低了虚拟仿真软件增加实时全局光照功能的性能开销,并且能够根据不同运算环境自适应调整模拟效果。

The invention relates to an adaptive method for simulating real-time global illumination in a 3D virtual engine, and belongs to the technical field of simulation. An adaptive method for simulating real-time global illumination in a 3D virtual engine, the method comprising the following steps: S1: simulating real-time global illumination of point light sources; S2: simulating real-time global illumination of spot light sources; S3: adaptively simulating global illumination illumination. On the basis of ensuring the authenticity of the 3D virtual scene, the present invention significantly reduces the performance overhead of virtual simulation software adding a real-time global illumination function, and can adaptively adjust the simulation effect according to different computing environments.

Description

一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法An adaptive method for simulating real-time global illumination in a 3D virtual engine

技术领域technical field

本发明属于模拟技术领域,涉及一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法。The invention belongs to the technical field of simulation, and relates to an adaptive method for simulating real-time global illumination in a 3D virtual engine.

背景技术Background technique

大多数3D虚拟引擎平台为开发的虚拟仿真软件提供了计算实时光照的功能,但是这一功能消耗的计算量极为庞大,在低运算能力的环境下,如基于Web的虚拟仿真软件中,会由于计算实时光照导致软件卡顿甚至无法运行。但在虚拟仿真软件中不计算光源的实时光照,会使3D虚拟场景缺乏真实性。Most 3D virtual engine platforms provide the function of calculating real-time lighting for the developed virtual simulation software, but this function consumes a huge amount of calculation. Calculating real-time lighting causes the software to freeze or even fail to run. However, if the real-time illumination of the light source is not calculated in the virtual simulation software, the 3D virtual scene will lack authenticity.

发明内容Contents of the invention

有鉴于此,本发明的目的在于提供一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法。In view of this, the object of the present invention is to provide an adaptive method for simulating real-time global illumination in a 3D virtual engine.

为达到上述目的,本发明提供如下技术方案:To achieve the above object, the present invention provides the following technical solutions:

一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法,该方法包括以下步骤:An adaptive method for simulating real-time global illumination in a 3D virtual engine, the method includes the following steps:

S1:模拟点光源的实时全局光照;S1: Simulate real-time global illumination of point light sources;

S2:模拟聚光源的实时全局光照;S2: Simulate real-time global illumination of spotlights;

S3:自适应模拟全局光照。S3: Adaptive simulation of global illumination.

进一步,所述步骤S1具体为:Further, the step S1 is specifically:

根据兰伯特定律对Blinn-phong光照模型进行修改:Modify the Blinn-phong lighting model according to Lambert's law:

Cspecular=(Clight·Mspcular)max(0,n·l);Cspecular = (Clight Mspcular) max (0, n l);

其中,Cspcualr为反射后的光照强度;Clight为光源光照强度;Mspecular为材质反射系数;向量n为法线方向单位向量;向量l为取反的射线的单位向量;Among them, Cspcualr is the light intensity after reflection; Clight is the light intensity of the light source; Mspecular is the material reflection coefficient; vector n is the unit vector of the normal direction; vector l is the unit vector of the negated ray;

在上下左右前后六个方向各引出一条射线,检测碰撞,当射线检测到接触物体时获取碰撞点位置,在碰撞点位置生成一个点光源,按照公式得到该点光源的光照强度;根据射线的单位向量与法线方向单位向量,得到反射光线方向,从该方向引出一条反射射线,再次生成点光源;总共执行三次生成点光源操作,每次生成六个点光源。A ray is drawn in each of the six directions of up, down, left, right, front and back to detect collisions. When the ray detects a contact object, the position of the collision point is obtained, and a point light source is generated at the position of the collision point, and the light intensity of the point light source is obtained according to the formula; according to the unit of the ray The vector and the normal direction unit vector get the direction of the reflected ray, and a reflected ray is drawn from this direction to generate a point light source again; a total of three point light source generation operations are performed, and six point light sources are generated each time.

进一步,所述步骤S2具体为:Further, the step S2 is specifically:

根据聚光源的角度,在聚光源发光的中心位置引出一条射线,依据步骤S1中的方法依次执行生成三次生成点光源操作模拟全局光照,但在每步操作中只生成一个点光源。According to the angle of the spotlight source, a ray is drawn at the center of the spotlight source. According to the method in step S1, the operation of generating a point light source is performed three times to simulate global illumination, but only one point light source is generated in each step.

进一步,所述步骤S3具体为:Further, the step S3 is specifically:

根据步骤S1和S2中点光源与聚光源模拟全局光照的方法,在场景中每添加一个光源就会进行三次生成点光源的操作用以模拟全局光照;According to the method of simulating global illumination with point light sources and spot light sources in steps S1 and S2, every time a light source is added in the scene, the operation of generating point light sources will be performed three times to simulate global illumination;

定义一个集合PointLight存储添加的所有点光源,定义三个集合,分别为FirstPointLight、 SecondPointLight和ThirdPointLight,分别用以存储添加点光源时每步操作生成的六个点光源;定义一个集合SpotLight存储添加的所有聚光源;定义三个集合,分别为FirstSpotLight、 SecondSpotLight和ThirdSpotLight,分别用以存储添加聚光源时每步操作生成的一个点光源。Define a collection PointLight to store all the added point light sources, define three collections, namely FirstPointLight, SecondPointLight and ThirdPointLight, which are used to store the six point light sources generated by each step when adding a point light source; define a collection SpotLight to store all added Spotlight: Define three collections, namely FirstSpotLight, SecondSpotLight and ThirdSpotLight, which are used to store a point light generated by each step when adding a spotlight.

本发明的有益效果在于:本发明在保证3D虚拟场景真实性的基础上,显著地降低了虚拟仿真软件增加实时全局光照功能的性能开销,并且能够根据不同运算环境自适应调整模拟效果。The beneficial effect of the present invention is that: on the basis of ensuring the authenticity of the 3D virtual scene, the present invention significantly reduces the performance overhead of the virtual simulation software adding the real-time global illumination function, and can adaptively adjust the simulation effect according to different computing environments.

本发明的其他优点、目标和特征在某种程度上将在随后的说明书中进行阐述,并且在某种程度上,基于对下文的考察研究对本领域技术人员而言将是显而易见的,或者可以从本发明的实践中得到教导。本发明的目标和其他优点可以通过下面的说明书来实现和获得。Other advantages, objects and features of the present invention will be set forth in the following description to some extent, and to some extent, will be obvious to those skilled in the art based on the investigation and research below, or can be obtained from Taught in the practice of the present invention. The objects and other advantages of the invention may be realized and attained by the following specification.

附图说明Description of drawings

为了使本发明的目的、技术方案和优点更加清楚,下面将结合附图对本发明作优选的详细描述,其中:In order to make the purpose of the present invention, technical solutions and advantages clearer, the present invention will be described in detail below in conjunction with the accompanying drawings, wherein:

图1为模拟点光源的实时全局光照示意图;Figure 1 is a schematic diagram of a real-time global illumination of a simulated point light source;

图2为模拟聚光源的实时全局光照示意图;Figure 2 is a schematic diagram of real-time global illumination for simulating a spotlight;

图3为自适应模拟全局光照方法流程图。Fig. 3 is a flowchart of a method for adaptively simulating global illumination.

具体实施方式Detailed ways

以下通过特定的具体实例说明本发明的实施方式,本领域技术人员可由本说明书所揭露的内容轻易地了解本发明的其他优点与功效。本发明还可以通过另外不同的具体实施方式加以实施或应用,本说明书中的各项细节也可以基于不同观点与应用,在没有背离本发明的精神下进行各种修饰或改变。需要说明的是,以下实施例中所提供的图示仅以示意方式说明本发明的基本构想,在不冲突的情况下,以下实施例及实施例中的特征可以相互组合。Embodiments of the present invention are described below through specific examples, and those skilled in the art can easily understand other advantages and effects of the present invention from the content disclosed in this specification. The present invention can also be implemented or applied through other different specific embodiments, and various modifications or changes can be made to the details in this specification based on different viewpoints and applications without departing from the spirit of the present invention. It should be noted that the diagrams provided in the following embodiments are only schematically illustrating the basic concept of the present invention, and the following embodiments and the features in the embodiments can be combined with each other in the case of no conflict.

其中,附图仅用于示例性说明,表示的仅是示意图,而非实物图,不能理解为对本发明的限制;为了更好地说明本发明的实施例,附图某些部件会有省略、放大或缩小,并不代表实际产品的尺寸;对本领域技术人员来说,附图中某些公知结构及其说明可能省略是可以理解的。Wherein, the accompanying drawings are for illustrative purposes only, and represent only schematic diagrams, rather than physical drawings, and should not be construed as limiting the present invention; in order to better illustrate the embodiments of the present invention, some parts of the accompanying drawings may be omitted, Enlargement or reduction does not represent the size of the actual product; for those skilled in the art, it is understandable that certain known structures and their descriptions in the drawings may be omitted.

本发明实施例的附图中相同或相似的标号对应相同或相似的部件;在本发明的描述中,需要理解的是,若有术语“上”、“下”、“左”、“右”、“前”、“后”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本发明和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此附图中描述位置关系的用语仅用于示例性说明,不能理解为对本发明的限制,对于本领域的普通技术人员而言,可以根据具体情况理解上述术语的具体含义。In the drawings of the embodiments of the present invention, the same or similar symbols correspond to the same or similar components; , "front", "rear" and other indicated orientations or positional relationships are based on the orientations or positional relationships shown in the drawings, which are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the referred devices or elements must It has a specific orientation, is constructed and operated in a specific orientation, so the terms describing the positional relationship in the drawings are for illustrative purposes only, and should not be construed as limiting the present invention. For those of ordinary skill in the art, the understanding of the specific meaning of the above terms.

请参阅图1~图3,为一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法。Please refer to FIG. 1 to FIG. 3 , which are an adaptive method for simulating real-time global illumination in a 3D virtual engine.

1、模拟点光源的实时全局光照1. Simulate real-time global illumination of point light sources

根据兰伯特定律(反射光线的强度与表面法线和光源方向之间夹角的余弦值成正比)对 Blinn-phong光照模型进行修改:Cspecular=(Clight·Mspcular)max(0,n·l)。Modify the Blinn-phong lighting model according to Lambert's law (the intensity of reflected light is proportional to the cosine of the angle between the surface normal and the direction of the light source): Cspecular=(Clight Mspcular)max(0, n l ).

(Cspcualr:反射后的光照强度;(Cspcualr: light intensity after reflection;

Clight:光源光照强度Clight: Light intensity of the light source

Mspecular:材质反射系数Mspecular: material reflection coefficient

向量n:法线方向单位向量Vector n: normal direction unit vector

向量l:取反的射线的单位向量)vector l: the unit vector of the negated ray)

在上下左右前后六个方向各引出一条射线,检测碰撞,当射线检测到接触物体时获取碰撞点位置,在碰撞点位置生成一个点光源,按照上文中的公式得到该点光源的光照强度。根据射线的单位向量与法线方向单位向量,得到反射光线方向,从该方向引出一条反射射线,按照如上方法再次生成点光源。总共执行三次生成点光源操作,每次生成六个点光源。A ray is drawn in each of the six directions of up, down, left, right, front, and back to detect collisions. When the ray detects a contact object, the position of the collision point is obtained, and a point light source is generated at the position of the collision point. The light intensity of the point light source is obtained according to the above formula. According to the unit vector of the ray and the unit vector of the normal direction, the direction of the reflected ray is obtained, and a reflected ray is drawn from this direction, and the point light source is generated again according to the above method. A total of three point light generation operations are performed, generating six point lights each time.

2、模拟聚光源的实时全局光照2. Simulate real-time global illumination of spotlights

根据聚光源的角度,在聚光源发光的中心位置引出一条射线,依据上文中的方法依次执行生成三次生成点光源操作模拟全局光照,但在每步操作中只生成一个点光源。According to the angle of the spotlight source, a ray is drawn at the center of the spotlight source. According to the above method, the operation of generating a point light source is executed three times to simulate the global illumination, but only one point light source is generated in each step.

3、自适应模拟全局光照方法流程3. Adaptive simulation global illumination method flow

根据上文中点光源与聚光源模拟全局光照的方法,在场景中每添加一个光源就会进行三次生成点光源的操作用以模拟全局光照。According to the method of point light source and spot light source simulating global illumination above, every time a light source is added in the scene, the operation of generating point light source will be performed three times to simulate global illumination.

定义一个集合PointLight存储添加的所有点光源,定义三个集合,分别为FirstPointLight、 SecondPointLight、ThirdPointLight,分别用以存储添加点光源时每步操作生成的六个点光源。定义一个集合SpotLight存储添加的所有聚光源。定义三个集合,分别为FirstSpotLight、 SecondSpotLight、ThirdSpotLight,分别用以存储添加聚光源时每步操作生成的一个点光源。Define a set PointLight to store all the added point lights, and define three sets, namely FirstPointLight, SecondPointLight, and ThirdPointLight, which are used to store the six point lights generated by each step when adding point lights. Define a collection SpotLight to store all the added spotlights. Define three collections, namely FirstSpotLight, SecondSpotLight, and ThirdSpotLight, which are used to store a point light source generated by each step when adding a spot light source.

最后说明的是,以上实施例仅用以说明本发明的技术方案而非限制,尽管参照较佳实施例对本发明进行了详细说明,本领域的普通技术人员应当理解,可以对本发明的技术方案进行修改或者等同替换,而不脱离本技术方案的宗旨和范围,其均应涵盖在本发明的权利要求范围当中。Finally, it is noted that the above embodiments are only used to illustrate the technical solutions of the present invention without limitation. Although the present invention has been described in detail with reference to the preferred embodiments, those of ordinary skill in the art should understand that the technical solutions of the present invention can be carried out Modifications or equivalent replacements, without departing from the spirit and scope of the technical solution, should be included in the scope of the claims of the present invention.

Claims (4)

1.一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法,其特征在于:该方法包括以下步骤:1. An adaptive method for simulating real-time global illumination in a 3D virtual engine, characterized in that: the method may further comprise the steps: S1:模拟点光源的实时全局光照;S1: Simulate real-time global illumination of point light sources; S2:模拟聚光源的实时全局光照;S2: Simulate real-time global illumination of spotlights; S3:自适应模拟全局光照。S3: Adaptive simulation of global illumination. 2.根据权利要求1所述的一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法,其特征在于:所述步骤S1具体为:2. A kind of adaptive method for simulating real-time global illumination in 3D virtual engine according to claim 1, it is characterized in that: described step S1 is specifically: 根据兰伯特定律对Blinn-phong光照模型进行修改:Modify the Blinn-phong lighting model according to Lambert's law: Cspecular=(Clight·Mspcular)max(0,n·l);Cspecular = (Clight Mspcular) max (0, n l); 其中,Cspcualr为反射后的光照强度;Clight为光源光照强度;Mspecular为材质反射系数;向量n为法线方向单位向量;向量l为取反的射线的单位向量;Among them, Cspcualr is the light intensity after reflection; Clight is the light intensity of the light source; Mspecular is the material reflection coefficient; vector n is the unit vector of the normal direction; vector l is the unit vector of the negated ray; 在上下左右前后六个方向各引出一条射线,检测碰撞,当射线检测到接触物体时获取碰撞点位置,在碰撞点位置生成一个点光源,按照公式得到该点光源的光照强度;根据射线的单位向量与法线方向单位向量,得到反射光线方向,从该方向引出一条反射射线,再次生成点光源;总共执行三次生成点光源操作,每次生成六个点光源。A ray is drawn in each of the six directions of up, down, left, right, front and back to detect collisions. When the ray detects a contact object, the position of the collision point is obtained, and a point light source is generated at the position of the collision point, and the light intensity of the point light source is obtained according to the formula; according to the unit of the ray The vector and the normal direction unit vector get the direction of the reflected ray, and a reflected ray is drawn from this direction to generate a point light source again; a total of three point light source generation operations are performed, and six point light sources are generated each time. 3.根据权利要求2所述的一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法,其特征在于:所述步骤S2具体为:3. A kind of adaptive method for simulating real-time global illumination in 3D virtual engine according to claim 2, it is characterized in that: described step S2 is specifically: 根据聚光源的角度,在聚光源发光的中心位置引出一条射线,依据步骤S1中的方法依次执行生成三次生成点光源操作模拟全局光照,但在每步操作中只生成一个点光源。According to the angle of the spotlight source, a ray is drawn at the center of the spotlight source. According to the method in step S1, the operation of generating a point light source is performed three times to simulate global illumination, but only one point light source is generated in each step. 4.根据权利要求1所述的一种用于在3D虚拟引擎中模拟实时全局光照的自适应方法,其特征在于:所述步骤S3具体为:4. A kind of adaptive method for simulating real-time global illumination in 3D virtual engine according to claim 1, it is characterized in that: described step S3 is specifically: 根据步骤S1和S2中点光源与聚光源模拟全局光照的方法,在场景中每添加一个光源就会进行三次生成点光源的操作用以模拟全局光照;According to the method of simulating global illumination with point light sources and spot light sources in steps S1 and S2, every time a light source is added in the scene, the operation of generating point light sources will be performed three times to simulate global illumination; 定义一个集合PointLight存储添加的所有点光源,定义三个集合,分别为FirstPointLight、SecondPointLight和ThirdPointLight,分别用以存储添加点光源时每步操作生成的六个点光源;定义一个集合SpotLight存储添加的所有聚光源;定义三个集合,分别为FirstSpotLight、SecondSpotLight和ThirdSpotLight,分别用以存储添加聚光源时每步操作生成的一个点光源。Define a collection PointLight to store all the added point light sources, define three collections, namely FirstPointLight, SecondPointLight and ThirdPointLight, which are used to store the six point light sources generated by each step when adding a point light source; define a collection SpotLight to store all added Spotlight: Define three collections, namely FirstSpotLight, SecondSpotLight and ThirdSpotLight, which are used to store a point light generated by each step when adding a spotlight.
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