用于着色和渲染结构粒子系统的近似和概率算法

W. Reeves, R. Blau
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引用次数: 525

摘要

细节增强了计算机生成图像的视觉丰富性和真实感。我们的随机建模方法,称为粒子系统,从一组简单的、体积填充的原语中构建复杂的图像。例如,结构粒子系统已被用于生成树木和覆盖着草的森林地面。粒子系统可以产生如此多不规则的三维细节,以至于精确的阴影和可见表面计算变得不可行。我们描述了近似和概率算法的阴影和可见表面问题。由于粒子系统算法生成的是细节丰富的图像,因此很难检测到与精确渲染的任何偏差。最近在随机建模方面的工作也使我们能够对随机变化的复杂运动进行建模,例如在微风中吹动的草地。我们分析了当前算法的性能,以了解随机建模方法的成本。
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Approximate and probabilistic algorithms for shading and rendering structured particle systems
Detail enhances the visual richness and realism of computer-generated images. Our stochastic modelling approach, called particle systems, builds complex pictures from sets of simple, volume-filling primitives. For example, structured particle systems have been used to generate trees and a grass-covered forest floor. Particle systems can produce so much irregular, three-dimensional detail that exact shading and visible surface calculations become infeasible. We describe approximate and probabilistic algorithms for shading and the visible surface problem. Because particle systems algorithms generate richly-detailed images, it is hard to detect any deviation from an exact rendering. Recent work in stochastic modelling also enables us to model complex motions with random variation, such as a field of grass blowing in the breeze. We analyze the performance of our current algorithms to understand the costs of our stochastic modelling approach.
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