高保真交互式演练的改进标准

António Oliveira, Luís Paulo Santos, A. Proença
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引用次数: 0

摘要

以交互式帧率绘制的基于物理的全局照明将使用户能够在复杂的虚拟环境中导航,例如考古模型。然而,这些算法的计算要求太高,无法在当前的pc上实现交互式导航。利用基于图像子采样和连续帧之间时空相干性的技术,同时在有可用计算能力的情况下进行逐步细化。基于物理的光线追踪器(Radiance)用于计算模型三角形顶点处的反射亮度。渐进式细化是通过细分特定的三角形并请求得到的顶点的阴影信息来增加采样频率。本文提出并评估了选择哪些三角形细分的不同标准。评估了一个随机准则和两个基于归一化亮度差的准则:一个在图像空间上操作,另一个在目标空间上操作。用一个古罗马城镇的模型获得的结果表明,目标空间准则能够定位和表示视觉上的不连续点,如阴影,并且比其他两种方法需要更少的三角形细分。
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Refinement criteria for high fidelity interactive walkthroughs
Physically based global illumination rendering at interactive frame rates would enable users to navigate within complex virtual environments, such as archaeological models. These algorithms, however, are computationally too demanding to allow interactive navigation on current PCs. A technique based on image subsampling and spatiotemporal coherence among successive frames is exploited, while resorting to progressive refinement whenever there is available computing power. A physically based ray tracer (Radiance) is used to compute reflected radiance at the model's triangles vertices. Progressive refinement is achieved increasing the sampling frequency by subdividing certain triangles and requesting shading information for the resulting vertices. This paper proposes and evaluates different criteria for selecting which triangles to subdivide. A random criterium and two criteria based on Normalized Luminance Differences are evaluated: one operating on image space, the other on object space. Results, obtained with a model of an old roman town, show that the object space criterium is able to locate and represent visual discontinuities, such as shadows, and does so requiring less triangle subdivisions than the other two.
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