Method of displaying optical effects within water using accumulation buffer

T. Nishita, E. Nakamae
{"title":"Method of displaying optical effects within water using accumulation buffer","authors":"T. Nishita, E. Nakamae","doi":"10.1145/192161.192261","DOIUrl":null,"url":null,"abstract":"A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary. The method proposed here can effectively calculate optical effects, shaft of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"103","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/192161.192261","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 103

Abstract

A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary. The method proposed here can effectively calculate optical effects, shaft of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.
一种利用累积缓冲器显示水中光学效果的方法
一个精确的阴影模型需要显示逼真的图像。近年来,对全局照明的研究得到了广泛的开展。在全局照明中,漫反射问题已经得到了较好的解决,但镜面反射和折射后的光学问题仍然存在。一些自然现象在水面反射/折射的光线中显得很突出。来自水面的折射光汇聚和发散,并由于粒子的散射光而产生光轴。水的颜色受到水分子和悬浮液的散射/吸收效应的影响。对于这些效应,入射光的强度和方向对粒子起着重要的作用,而由于光线在穿过波时发生折射,在传统的光线追踪中很难计算它们。因此,光源跟踪的预处理是必要的。本文提出的方法利用扫描线Z-buffer和积累buffer,可以在不进行预处理的情况下,有效地计算出光学效果、光轴、焦散和水的颜色。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信