EP1844445A1 - Ombres volumetriques pour animatique - Google Patents
Ombres volumetriques pour animatiqueInfo
- Publication number
- EP1844445A1 EP1844445A1 EP05812297A EP05812297A EP1844445A1 EP 1844445 A1 EP1844445 A1 EP 1844445A1 EP 05812297 A EP05812297 A EP 05812297A EP 05812297 A EP05812297 A EP 05812297A EP 1844445 A1 EP1844445 A1 EP 1844445A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- volume
- objects
- occlusion
- computer program
- location
- 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.)
- Withdrawn
Links
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/60—Shadow generation
Definitions
- the amount of occlusion information 130 for the volume may be significant.
- the accelerated structure 150 comprises a data structure that stores the occlusion information 130 efficiently and provides easy access thereto.
- the acceleration structure 150 can be accessed to compute 160 the shading at one or more locations in the scene, thereby producing shading information 170.
- the shading information 170 for locations in the scene is used, along with other information about the scene, to render 180 the scene to produce one or more animated images 190.
- the animated images 190 can then be combined to create an animated video work.
- an object is typically modeled as a set of primitives, which are constituent elements of the object.
- Types of common primitives include curves, parametric surfaces, polygons and volumetric primitives, although other types of primitives are possible within the scope of the invention.
- the rasterization step operates on each primitive of an object separately. During rasterization, therefore, the geometric representation of each primitive is converted into occlusion information, such as opacity and color values. This occlusion information is then added to the occlusion information of the volume elements that contain the primitive.
- N samples are placed within the voxel. These samples are each tested for whether they are inside the cylinder.
- the ratio of samples inside the cylinder to the total number of samples per voxel, N, is the opacity contribution of that cylinder to the voxel.
- the color values for each voxel can be compressed to save system resources.
- the color values comprise full floating point numbers for red, green, blue, and alpha.
- Each color value is gamma corrected, multiplied by 255, and then stored in an 8-bit memory location. This can be performed for each red, green, and blue value, using the following formula:
- the occlusion information in this acceleration structure is then accessed in the shading step, in which a volumetric shadow is computed for a location in the scene.
- the shadow is computed based on the accumulated shading effects of the volume elements on a ray passed from the location to be shaded through the occluding volume to the light source.
- the shading step uses several types of information about a scene, including a location on a surface to be shaded, the position and type of the light source from which light comes, and the acceleration structure describing objects that can cast a volumetric shadow. Using this information, a ray is cast from the location on the surface to the light source, through the occluding volume. The accumulated occluding effect of any voxels through which the ray passes is then determined.
- the transmittance of a light to point x is defined as:
- Blend is set to 0 (e.g., the feature is turned off) when Far is less than a threshold, Shadow DisappearStart, and it is set to 1 (e.g., no shading) when Far is greater than a threshold, ShadowDisappearEnd. Between these thresholds, Blend is calculated according to the equation:
- any of the steps, operations, or processes described herein can be performed or implemented with one or more software modules or hardware modules, alone or in combination with other devices. It should further be understood that any portions of the system described in terms of hardware elements may be implemented with software, and that software elements may be implemented with hardware, such as hard-coded into a dedicated circuit.
- a software module is implemented with a computer program product comprising a computer-readable medium containing computer program code, which can be executed by a computer processor for performing any or all of the steps, operations, or processes described herein.
- the methods, systems, and computer program products can be employed to produce a feature animation product, such as a movie, that includes images with volumetric images rendered according to any of the embodiments described herein.
Landscapes
- Engineering & Computer Science (AREA)
- Computer Graphics (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Image Generation (AREA)
- Processing Or Creating Images (AREA)
Abstract
Selon l'invention, une image rendue par ordinateur d'une scène tridimensionnelle comprend une ombre volumétrique projetée par un ou plusieurs objets de la scène. Les données concernant les objets sont rastérisées pour générer des informations d'oblitération qui décrivent la manière dont les objets dans le volume oblitèrent la lumière. Ces informations peuvent être stockées dans une structure d'accélération qui associe les informations d'oblitération aux éléments de volume présents dans le volume d'oblitération. Pour calculer une ombre volumétrique, un rayon est tracé à travers le volume d'oblitération, l'ombre étant basée sur les effets d'ombrage accumulés des éléments du volume sur le rayon tracé. Un modèle d'éclairage commandée par un artiste peut être utilisé pour calculer l'ombre à la place d'un modèle basé sur la physique pure. Ce modèle fournit un certain nombre d'outils réglables qui permettent de régler les effets d'ombrage, notamment l'atténuation, le mixage, l'effet de mouvement et la coloration.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US97521604A | 2004-10-27 | 2004-10-27 | |
PCT/US2005/037488 WO2006049870A1 (fr) | 2004-10-27 | 2005-10-18 | Ombres volumetriques pour animatique |
Publications (1)
Publication Number | Publication Date |
---|---|
EP1844445A1 true EP1844445A1 (fr) | 2007-10-17 |
Family
ID=35569583
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP05812297A Withdrawn EP1844445A1 (fr) | 2004-10-27 | 2005-10-18 | Ombres volumetriques pour animatique |
Country Status (4)
Country | Link |
---|---|
EP (1) | EP1844445A1 (fr) |
CA (1) | CA2583664A1 (fr) |
TW (1) | TW200632780A (fr) |
WO (1) | WO2006049870A1 (fr) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN111476877A (zh) * | 2020-04-16 | 2020-07-31 | 网易(杭州)网络有限公司 | 一种阴影渲染的方法及装置、电子设备、存储介质 |
Families Citing this family (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4852555B2 (ja) * | 2008-01-11 | 2012-01-11 | 株式会社コナミデジタルエンタテインメント | 画像処理装置、画像処理方法、ならびに、プログラム |
US8379022B2 (en) | 2008-09-26 | 2013-02-19 | Nvidia Corporation | Fragment shader for a hybrid raytracing system and method of operation |
FR2965652A1 (fr) | 2010-09-30 | 2012-04-06 | Thomson Licensing | Procede d’estimation de la quantite de lumiere recue en un point d’un environnement virtuel |
TWI557685B (zh) * | 2012-05-23 | 2016-11-11 | 雲南恆達睿創三維數字科技有限公司 | 網格動畫製作方法 |
US9679398B2 (en) * | 2015-10-19 | 2017-06-13 | Chaos Software Ltd. | Rendering images using color contribution values of render elements |
CN109215134B (zh) * | 2018-09-04 | 2023-06-20 | 深圳市易尚展示股份有限公司 | 三维模型的遮挡确定方法、装置、计算机设备和存储介质 |
CN117455977B (zh) * | 2023-09-27 | 2024-07-09 | 杭州市交通工程集团有限公司 | 一种基于三维激光扫描的堆料体积计算方法及系统 |
-
2005
- 2005-10-18 EP EP05812297A patent/EP1844445A1/fr not_active Withdrawn
- 2005-10-18 CA CA002583664A patent/CA2583664A1/fr not_active Abandoned
- 2005-10-18 WO PCT/US2005/037488 patent/WO2006049870A1/fr active Application Filing
- 2005-10-27 TW TW094137701A patent/TW200632780A/zh unknown
Non-Patent Citations (1)
Title |
---|
See references of WO2006049870A1 * |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN111476877A (zh) * | 2020-04-16 | 2020-07-31 | 网易(杭州)网络有限公司 | 一种阴影渲染的方法及装置、电子设备、存储介质 |
CN111476877B (zh) * | 2020-04-16 | 2024-01-26 | 网易(杭州)网络有限公司 | 一种阴影渲染的方法及装置、电子设备、存储介质 |
Also Published As
Publication number | Publication date |
---|---|
WO2006049870A1 (fr) | 2006-05-11 |
CA2583664A1 (fr) | 2006-05-11 |
TW200632780A (en) | 2006-09-16 |
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Legal Events
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17Q | First examination report despatched |
Effective date: 20080111 |
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STAA | Information on the status of an ep patent application or granted ep patent |
Free format text: STATUS: THE APPLICATION IS DEEMED TO BE WITHDRAWN |
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18D | Application deemed to be withdrawn |
Effective date: 20080522 |