Glanular materials rendering based on radiance caching

Toshihisa Yamahata, Yuuki Uranishi, H. Sasaki, Y. Manabe, K. Chihara
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引用次数: 0

Abstract

The animation of such granular material as sand and grain is difficult to render in computer graphics. There are no standard methods for modeling their motions, because their non-linear behavior, which is ruled by the loss of energy, occurs when the discrete particles collide. Therefore, methods for rendering granular materials have not been studied widely. In this paper, we present a new method for rendering photo-realistic granular materials. To model the motion of granular material, we define granular materials as the mass of discrete particles. Then the scattering of light needed for photo-realistic rendering is formulated, and we propose method for efficiently evaluating radiance in granular material based on a radiance caching method.
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基于亮度缓存的颗粒材质渲染
像沙子和谷物这样的颗粒状材料的动画在计算机图形学中是难以渲染的。没有标准的方法来模拟它们的运动,因为当离散粒子碰撞时,它们的非线性行为(由能量损失决定)就会发生。因此,颗粒材料的渲染方法还没有得到广泛的研究。本文提出了一种渲染逼真颗粒材料的新方法。为了模拟颗粒材料的运动,我们将颗粒材料定义为离散颗粒的质量。然后阐述了真实感渲染所需的光散射,并提出了一种基于亮度缓存方法的有效评估颗粒材料亮度的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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