EP1844445A1 - Ombres volumetriques pour animatique - Google Patents

Ombres volumetriques pour animatique

Info

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Withdrawn
Application number
EP05812297A
Other languages
German (de)
English (en)
Inventor
Yangli H. Yee
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.)
Pacific Data Images LLC
Original Assignee
Pacific Data Images LLC
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 Pacific Data Images LLC filed Critical Pacific Data Images LLC
Publication of EP1844445A1 publication Critical patent/EP1844445A1/fr
Withdrawn legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/60Shadow 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.
EP05812297A 2004-10-27 2005-10-18 Ombres volumetriques pour animatique Withdrawn EP1844445A1 (fr)

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)

* Cited by examiner, † Cited by third party
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)

* Cited by examiner, † Cited by third party
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

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See references of WO2006049870A1 *

Cited By (2)

* Cited by examiner, † Cited by third party
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

Similar Documents

Publication Publication Date Title
Reeves et al. Rendering antialiased shadows with depth maps
Heckbert Discontinuity meshing for radiosity
US6985143B2 (en) System and method related to data structures in the context of a computer graphics system
Westermann et al. Efficiently using graphics hardware in volume rendering applications
Winkenbach et al. Rendering parametric surfaces in pen and ink
Sander et al. Signal-specialized parameterization
US6396492B1 (en) Detail-directed hierarchical distance fields
US8570322B2 (en) Method, system, and computer program product for efficient ray tracing of micropolygon geometry
US6483518B1 (en) Representing a color gamut with a hierarchical distance field
US6677946B1 (en) Method of, an apparatus for, and a recording medium comprising a program for, processing an image
EP1074947B1 (fr) Sculpture d'objets utilisant des champs de distance hierarchiques orientés-détails
EP1844445A1 (fr) Ombres volumetriques pour animatique
Szirmay-Kalos et al. GPU-based techniques for global illumination effects
Yang et al. The cluster hair model
JPH10208077A (ja) グラフィック画像を表示上にレンダリングするための方法および画像レンダリングシステム、ならびにグラフィック画像を表示上に生成するための方法
US6791544B1 (en) Shadow rendering system and method
WO2000033257A1 (fr) Procede pour former un rendu en perspective a partir d'un espace de voxels
US20020118188A1 (en) Method and system for determining visible parts of transparent and nontransparent surfaces of three-dimensional objects
Yuksel et al. Lighting grid hierarchy for self-illuminating explosions.
Marshall et al. Multiresolution rendering of complex botanical scenes
Fernandez et al. Local Illumination Environments for Direct Lighting Acceleration.
US9007388B1 (en) Caching attributes of surfaces without global parameterizations
Baumann et al. Integrated multiresolution geometry and texture models for terrain visualization
US20150116324A1 (en) Image-generated system using beta distribution to provide accurate shadow mapping
Halli et al. Per-pixel displacement mapping using cone tracing

Legal Events

Date Code Title Description
PUAI Public reference made under article 153(3) epc to a published international application that has entered the european phase

Free format text: ORIGINAL CODE: 0009012

17P Request for examination filed

Effective date: 20070321

AK Designated contracting states

Kind code of ref document: A1

Designated state(s): AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LI LT LU LV MC NL PL PT RO SE SI SK TR

DAX Request for extension of the european patent (deleted)
17Q First examination report despatched

Effective date: 20080111

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

18D Application deemed to be withdrawn

Effective date: 20080522