交互式体照明模拟散射和阴影

Timo Ropinski, Christian Döring, C. Rezk-Salama
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引用次数: 68

摘要

在本文中,我们提出了一个体积照明模型,它模拟了散射和阴影,以产生高质量的体积渲染。通过近似光在非均匀参与介质中的传输,我们能够提出一个高效的GPU实现,以便在交互帧率下达到预期的效果。此外,在许多情况下,帧率甚至比传统的基于梯度的着色所达到的帧率还要高。为了评估所提出的照明模型对体积物体空间理解的影响,我们进行了一项用户研究,参与者必须执行深度感知任务。本研究的结果表明,与传统的基于梯度的体遮阳相比,我们的照明模型的深度感知得到了显著改善。此外,由于我们的体积照明模型不是基于梯度计算,它对噪声也不太敏感,因此也适用于包含较高程度噪声的成像模式,例如磁共振断层扫描或3D超声。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactive volumetric lighting simulating scattering and shadowing
In this paper we present a volumetric lighting model, which simulates scattering as well as shadowing in order to generate high quality volume renderings. By approximating light transport in inhomogeneous participating media, we are able to come up with an efficient GPU implementation, in order to achieve the desired effects at interactive frame rates. Moreover, in many cases the frame rates are even higher as those achieved with conventional gradient-based shading. To evaluate the impact of the proposed illumination model on the spatial comprehension of volumetric objects, we have conducted a user study, in which the participants had to perform depth perception tasks. The results of this study show, that depth perception is significantly improved when comparing our illumination model to conventional gradient-based volume shading. Additionally, since our volumetric illumination model is not based on gradient calculation, it is also less sensitive to noise and therefore also applicable to imaging modalities incorporating a higher degree of noise, as for instance magnet resonance tomography or 3D ultrasound.
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