三维计算机图形的阴影算法

A. Butt
{"title":"三维计算机图形的阴影算法","authors":"A. Butt","doi":"10.1109/ICICT.2005.1598545","DOIUrl":null,"url":null,"abstract":"Computer graphics deals with realistic rendering of 3-d objects. There are many rendering algorithms used. Two of the most famous algorithms are Gouraud Shading Algorithm and Phong Shading Algorithm. These algorithms handle location of light source, location of the camera, and surface reflection properties in different manners and produce different results. Their computational complexities are also very different; Phong Shading being very complex compared to Gouraud Shading. In this talk, the rendering problem is analyzed using 3-d geometry to see how location of light source, location of the observer, and the surface reflection properties play their role. The equations for the two shading algorithms is derived, the computational complexities of the algorithms are compared, and an adaptive shading scheme is presented that chooses between computationally complex Phong Shading algorithm to render the parts of a 3-d object where it is really needed. For other parts of the 3-d object, computationally simple Gouraud Shading is used. This type of adaptive shading scheme has been in existence for some time. However, the algorithms for selection between two rendering methods are not very robust. A new algorithm, developed by the author, for such selection is presented. The comparative results of existing algorithms vs.. the new algorithm are also presented.","PeriodicalId":276741,"journal":{"name":"2005 International Conference on Information and Communication Technologies","volume":"16 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2005-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Shading Algorithms for 3-d Computer Graphics\",\"authors\":\"A. Butt\",\"doi\":\"10.1109/ICICT.2005.1598545\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Computer graphics deals with realistic rendering of 3-d objects. There are many rendering algorithms used. Two of the most famous algorithms are Gouraud Shading Algorithm and Phong Shading Algorithm. These algorithms handle location of light source, location of the camera, and surface reflection properties in different manners and produce different results. Their computational complexities are also very different; Phong Shading being very complex compared to Gouraud Shading. In this talk, the rendering problem is analyzed using 3-d geometry to see how location of light source, location of the observer, and the surface reflection properties play their role. The equations for the two shading algorithms is derived, the computational complexities of the algorithms are compared, and an adaptive shading scheme is presented that chooses between computationally complex Phong Shading algorithm to render the parts of a 3-d object where it is really needed. For other parts of the 3-d object, computationally simple Gouraud Shading is used. This type of adaptive shading scheme has been in existence for some time. However, the algorithms for selection between two rendering methods are not very robust. A new algorithm, developed by the author, for such selection is presented. The comparative results of existing algorithms vs.. the new algorithm are also presented.\",\"PeriodicalId\":276741,\"journal\":{\"name\":\"2005 International Conference on Information and Communication Technologies\",\"volume\":\"16 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2005-08-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2005 International Conference on Information and Communication Technologies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICICT.2005.1598545\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2005 International Conference on Information and Communication Technologies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICICT.2005.1598545","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

计算机图形学处理三维物体的逼真渲染。这里使用了许多渲染算法。最著名的两种算法是Gouraud Shading Algorithm和Phong Shading Algorithm。这些算法以不同的方式处理光源位置、相机位置和表面反射特性,并产生不同的结果。它们的计算复杂性也非常不同;与Gouraud Shading相比,Phong Shading非常复杂。在这个演讲中,渲染问题是分析使用三维几何,看看光源的位置,观察者的位置,和表面反射属性如何发挥作用。推导了两种着色算法的方程,比较了两种算法的计算复杂度,提出了一种自适应着色方案,在计算复杂的Phong着色算法之间进行选择,以在真正需要的地方呈现三维物体的部分。对于3d物体的其他部分,使用计算简单的Gouraud Shading。这种自适应遮阳方案已经存在了一段时间。然而,在两种呈现方法之间进行选择的算法不是很健壮。本文提出了一种新的选择算法。现有算法与…提出了新的算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Shading Algorithms for 3-d Computer Graphics
Computer graphics deals with realistic rendering of 3-d objects. There are many rendering algorithms used. Two of the most famous algorithms are Gouraud Shading Algorithm and Phong Shading Algorithm. These algorithms handle location of light source, location of the camera, and surface reflection properties in different manners and produce different results. Their computational complexities are also very different; Phong Shading being very complex compared to Gouraud Shading. In this talk, the rendering problem is analyzed using 3-d geometry to see how location of light source, location of the observer, and the surface reflection properties play their role. The equations for the two shading algorithms is derived, the computational complexities of the algorithms are compared, and an adaptive shading scheme is presented that chooses between computationally complex Phong Shading algorithm to render the parts of a 3-d object where it is really needed. For other parts of the 3-d object, computationally simple Gouraud Shading is used. This type of adaptive shading scheme has been in existence for some time. However, the algorithms for selection between two rendering methods are not very robust. A new algorithm, developed by the author, for such selection is presented. The comparative results of existing algorithms vs.. the new algorithm are also presented.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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:604180095
Book学术官方微信