A Fast and Realistic Bloom Rendering Method for Large Scale 3D Scene

Wenshan Fan
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Abstract

As a ubiquitous phenomenon in nature, bloom plays an important role in many 3D realistic rendering fields, such as CG games, films and scientific visulization. With the employment of bloom, the quality of synthetic image would be improved and the representation of abstract engineering data could be refined further. However, rendering bloom is always a concern due to its heavy computational overhead. Considering the irrugular geometric shapes and spatial occlusion, the issue becomes more complicated. To faciliate bloom rendering in the practical scenorio, the paper described a convolution-based image-space rendering algorithm, which exploited the ability of renderring to texture(RTT) and frame buffer object, to generate, transform and process the bloom textures in the multi-pass rendering style. The introduced method offered a high-quality and effective way both for nature objects rendering and abstract data-set visulization. The paper also implemented the introduced approach in aerospace application and demonstrated its feasibility in large scale 3D scene.
一种快速、逼真的大规模3D场景Bloom渲染方法
bloom作为自然界中普遍存在的一种现象,在CG游戏、电影、科学可视化等许多3D逼真渲染领域中发挥着重要作用。利用bloom技术可以提高合成图像的质量,进一步细化抽象工程数据的表示。然而,渲染bloom一直是一个问题,因为它的计算开销很大。考虑到不规则的几何形状和空间遮挡,问题变得更加复杂。为了方便实际场景中的布兰渲染,本文提出了一种基于卷积的图像空间渲染算法,该算法利用RTT (renderring To texture)和帧缓冲对象的能力,以多通道渲染方式生成、变换和处理布兰纹理。该方法为自然对象的绘制和抽象数据集的可视化提供了一种高质量、有效的方法。本文还将该方法应用于航空航天领域,并对其在大尺度三维场景中的可行性进行了验证。
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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