A phenomenological scattering model for order-independent transparency

M. McGuire, Michael Mara
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引用次数: 8

Abstract

Translucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Unfortunately, they are hard to simulate in real-time and have thus previously been rendered poorly compared to opaque surfaces in games. This paper introduces the first model for a real-time rasterization algorithm that can simultaneously approximate the following transparency phenomena: wavelength-varying ("colored") transmission, translucent colored shadows, caustics, partial coverage, diffusion, and refraction. All render efficiently on modern GPUs by using order-independent draw calls and low bandwidth. We include source code for the transparency and resolve shaders.
序无关透明的现象学散射模型
半透明的物体,如雾、烟、玻璃、冰和液体,在电影环境中无处不在,因为它们可以深度框架场景,并创造出视觉上引人注目的镜头。不幸的是,它们很难实时模拟,因此与游戏中的不透明表面相比,它们的渲染效果很差。本文介绍了实时光栅化算法的第一个模型,该模型可以同时近似以下透明现象:波长变化(“彩色”)传输、半透明彩色阴影、焦散、部分覆盖、扩散和折射。所有渲染有效地在现代gpu上使用顺序无关的绘制调用和低带宽。我们包含了透明和解析着色器的源代码。
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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