冯氏泼洒

M. Botsch, Michael Spernat, L. Kobbelt
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引用次数: 116

摘要

当涉及到渲染高度详细的海量数据集时,表面飞溅已经发展成为三角形网格的一个有价值的替代方案。然而,即使高度精确的给定几何形状的splat近似值有时也不能提供足够的渲染质量,因为表面照明主要取决于法向量,其偏差不受Hausdorff近似值误差的限制。此外,当前基于点的渲染系统通常将一个恒定的法向量与每个splat相关联,导致渲染结果与多边形网格的平面或Gouraud阴影相当。相比之下,我们建议基于与之相关的线性变化的法向场的splat照明,并且我们表明,由此产生的Phong splat提供的视觉质量远远优于现有的方法。我们提出了一种简单而有效的方法来为给定的一组输入样本构建Phong splat表示。我们的表面喷溅系统完全基于当前gpu的顶点和像素着色器实现,并实现每秒高达4M Phong的阴影,过滤和混合喷溅速率。与之前的工作相比,我们的扫描转换是每个像素的投影正确的,导致更准确的可视化和锐利特征裁剪。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Phong Splatting
Surface splatting has developed into a valuable alternative to triangle meshes when it comes to rendering of highly detailed massive datasets. However, even highly accurate splat approximations of the given geometry may sometimes not provide a sufficient rendering quality since surface lighting mostly depends on normal vectors whose deviation is not bounded by the Hausdorff approximation error. Moreover, current point-based rendering systems usually associate a constant normal vector with each splat, leading to rendering results which are comparable to flat or Gouraud shading for polygon meshes. In contrast, we propose to base the lighting of a splat on a linearly varying normal field associated with it, and we show that the resulting Phong Splats provide a visual quality which is far superior to existing approaches. We present a simple and effective way to construct a Phong splat representation for a given set of input samples. Our surface splatting system is implemented completely based on vertex and pixel shaders of current GPUs and achieves a splat rate of up to 4M Phong shaded, filtered, and blended splats per second. In contrast to previous work, our scan conversion is projectively correct per pixel, leading to more accurate visualization and clipping at sharp features.
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