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    題名: 以影像空間加速機制之多層折射繪圖
    Image Space Real-time Multi-refraction Technology
    作者: 王士豪
    貢獻者: 紀明德
    Chi, Ming Te
    王士豪
    關鍵詞: 折射
    光學
    影像空間
    日期: 2013
    上傳時間: 2014-07-07 11:08:32 (UTC+8)
    摘要: 光線的折射和全內反射是透明物體中重要的光學現象,可用於玻璃藝術。本論文利用depth-peeling的技術將一個三維幾何網格物體拆解成四層深度與法向量貼圖,提出改良的relief mapping使用的光線相交演算法解決層與層之間的斷層問題,在影像空間中計算至多四次折射和全內反射,最後對計算出的折射向量配合環境貼圖取得對應的折射效果。以上的單一物體四次折射架構,可延伸至多物體的場景,進行多物體四次折射計算。本論文改良傳統image-space兩次折射的方法,可以處理更複雜物體與場景,並嘗試與GPU加速的光跡追蹤軟體(OptiX)與不同場景進行比較,驗證其演算法效率與品質。
    Light refraction simulation is an important optical phenomenon for the realism of computer synthesized images. This thesis proposed a image-space for real-time multi-refraction. First, we apply the depth-peeling technique to disassemble a 3D polygonal object into four layers of normal texture and depth texture. Then a modified ray-height-field intersection algorithm is proposed to solve the fault zone between the layers and to compute the intersection, refraction, and the total internal reflection on image space. We can generate (at most) four pass refraction. At the last step, we use the environment map with the refraction vector to get the final color. The proposed algorithm can easily extend to multi-object refraction. Experiment results on various scenes demonstrate the feasibility and quality of the proposed multi-refraction method. A comparison to the GPU-based ray tracing (OptiX) is shown to support the efficient of our method.
    參考文獻: [1] Fabio Policarpo, Manuel M. Oliveira, and João L. D. Comba L. D. Comba. 2005. real-time relief mapping on arbitrary polygonal surfaces. In Proceedings of the 2005 symposium on Interactive 3D graphics and games (I3D `05). ACM, New York, NY, USA, 155-162.
    [2] Chris Wyman. 2005. An approximate image-space approach for interactive refraction. ACM Trans. Graph. 24, 3 (July 2005), 1050-1053.
    [3] Chris Wyman. 2005. Interactive image-space refraction of nearby geometry. In Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia (GRAPHITE `05). ACM, New York, NY, USA, 205-211.
    [4] Manuel M. Oliveira and Maicon Brauwers. 2007. real-time refraction through deformable objects. In Proceedings of the 2007 symposium on Interactive 3D graphics and games (I3D `07). ACM, New York, NY, USA, 89-96.
    [5] Fernando, R. & Kilgard M. J. (2003). The CG Tutorial: The Definitive Guide to Programmable real-time Graphics. (1st ed.). Addison-Wesley Longman Publishing Co., Inc. Boston, MA, USA. Chapter 7: Environment Mapping Techniques
    [6] Stephane Guy and Cyril Soler. 2004. Graphics gems revisited: fast and physically-based rendering of gemstones. In ACM SIGGRAPH 2004 Papers (SIGGRAPH `04), Joe Marks (Ed.). ACM, New York, NY, USA
    [7] Arvo, J. (1986). "Backward Ray Tracing." Developments in Ray Tracing. ACM Siggraph Course Notes 12, pp. 259–263, 1986.
    [8] Génevaux, O., F. Larue, et al. (2006). Interactive refraction on complex static geometry using spherical harmonics. Proceedings of the 2006 symposium on Interactive 3D graphics and games. Redwood City, California, ACM: 145-152.
    [9] Günther, J., I. Wald, et al. (2004). Realtime caustics using distributed photon mapping. Proceedings of the Fifteenth Eurographics conference on Rendering Techniques. Norrköping, Sweden, Eurographics Association: 111-121.
    [10] Guy, S. and C. Soler (2004). "Graphics gems revisited: fast and physically-based rendering of gemstones." ACM Trans. Graph. 23(3): 231-238.
    [11] Hakura, Z. S. and J. M. Snyder (2001). Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps. Proceedings of the 12th Eurographics Workshop on Rendering Techniques, Springer-Verlag: 289-300.
    [12] Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, and Ravi Ramamoorthi. 2011. real-time rough refraction. In Symposium on Interactive 3D Graphics and Games (I3D `11). ACM, New York, NY, USA.
    [13] Arthur Appel. 1968. Some techniques for shading machine renderings of solids. In Proceedings of the April 30--May 2, 1968, spring joint computer conference (AFIPS `68 (Spring)). ACM, New York, NY, USA, 37-45.
    [14] Abraham Mammen. Transparency and antialiasing algorithms Implemented with the virtual pixel maps technique. IEEE Computer Graphics and Applications, 9(4): 43-55, July 1989
    [15] Everitt C.: Interactive order-independent transparency. Tech. rep., NVIDIA Corporation, 2001.
    [16] Liu B.-Q., Wei L.-Y., Xu Y.-Q.: Multi-layer depth peeling via fragment sort. Tech. rep., Microsoft Research Asia, 2006. 2.
    [17] Bavoil L., Myers K.: Order independent transparency with dual depth peeling. NVIDIA OpenGL SDK, 2008.
    [18] Bavoil L., Myers K.: Order independent transparency with dual depth peeling. NVIDIA OpenGL SDK, 2008.
    [19] Y. Mukaigawa, Y. Yagi, and R. Raskar. Analysis of light transport in scattering media. In Proc. CVPR, pages 153-160, 2010
    [20] Steven M. Seitz , Yasuyuki Matsushita , Kiriakos N. Kutulakos, A Theory of Inverse Light Transport, Proceedings of the Tenth IEEE International Conference on Computer Vision, p.1440-1447, October 17-20, 2005
    [21] Aner Ben-Artzi , Kevin Egan , Frédo Durand , Ravi Ramamoorthi, A precomputed polynomial representation for interactive BRDF editing with global illumination, ACM Transactions on Graphics (TOG), v.27 n.2, p.1-13, April 2008
    描述: 碩士
    國立政治大學
    資訊科學學系
    100753035
    102
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0100753035
    資料類型: thesis
    顯示於類別:[資訊科學系] 學位論文

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