Rendering objects with small elements based on their micro and macro structures

M. Terasawa, F. Kimura
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引用次数: 2

Abstract

The paper presents a method to render objects which consist of numerous small elements such as fur and leaves. The method visualizes both an effect under the pixel size such as the dark shade of fur toward viewers and an effect over the pixel size such as the shape of fur at contours. As for the effect under the pixel size, the intensity is computed based on the microstructure such as shadows by adjacent fur. After the intensity is computed, the shape of each element is generated by sweeping a two dimensional color element and applying transparency filters. Since shape generation is a post process, parameters such as length, width, curvature and color of small elements can be modified without repeating the intensity computation. It is useful for interactive design. The method is especially suitable to create still images because it is intrinsically two dimensional and screen resolution dependent. However techniques to keep three dimensional consistency and avoid problems of discreteness are taken into account for animation.
根据物体的微观和宏观结构绘制带有小元素的物体
本文提出了一种由许多小元素组成的物体(如皮毛和树叶)的渲染方法。该方法既可以可视化像素大小下的效果,如对观众的深色皮毛,也可以可视化像素大小以上的效果,如轮廓处的皮毛形状。对于像素大小下的效果,强度是基于相邻皮毛的阴影等微观结构来计算的。在计算强度之后,通过扫描二维颜色元素并应用透明过滤器来生成每个元素的形状。由于形状生成是一个后期过程,因此可以修改小元素的长度、宽度、曲率和颜色等参数,而无需重复强度计算。它对交互设计很有用。该方法特别适合于创建静止图像,因为它本质上是二维和屏幕分辨率相关的。然而,保持三维一致性和避免离散性问题的技术在动画中是需要考虑的。
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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