一个渲染管道框架,用于将动画虚拟对象逼真地渲染到真实场景中

R. Ramani, I. A. Nivas
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引用次数: 2

摘要

近年来,动画和图形行业发展迅速,但其发展被认为是缓慢的,因为计算机图形角色在屏幕外开发消耗了大量的时间,金钱和资源。与逼真的渲染特效有关的计算机图形字符/对象,如照明,阴影信息可以在屏幕上动态创建。在Photorealistic Augmented Reality中,通过计算机生成的感官输入,以一种与照片非常相似的方式增强了现实世界元素的直接或间接视图。这项工作提出了一个通用的渲染管道框架,该框架分为几个阶段,用于无缝地将移动的虚拟物体集成到动态的实时环境中,而早期的工作则是在静态虚拟物体的逼真渲染轨道上。应用图形管道包括几个阶段,每个阶段贡献自己的部分:阴影,照明,环境映射,场景构图和相机效果汇总所需的逼真效果。Blender和3DS Max软件用于基本网格建模。OgreXMLConvertor用于从Blender导出网格到OGRE,而OgreMaxSceneExporter2.4.8用于从3D Studio Max导出网格到OGRE环境。ARToolKit支持在动态真实场景中基于标记的对象跟踪。OpenGL和DirectX被用作渲染目的的图形硬件的API。Visual Studio 2012为OGRE和OpenGL编码提供了平台。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A rendering pipeline framework for photorealistic rendering of animated virtual objects into real scenes
In recent times, Animation and Graphics industry has grown up with rapid improvements but its development is considered slow because Computer Graphics Characters developed off screen consumes enormous amount of time, money and resources. With Photorealistic rendering special effects regarding computer graphics character/object like lighting, shadowing information can be dynamically created on screen. In Photorealistic Augmented Reality, direct or indirect view of elements of a real world are augmented through computer-generated sensory inputs in a way closely resembling a photograph. This work proposes a generic rendering pipeline framework with several stages for seamlessly integrating moving virtual objects into dynamic real time environment while the earlier work was in the track of photorealistic rendering of static virtual objects. The applied Graphics Pipeline comprises of several stages with each stage contributing its part: Shadowing, Illumination, Environment mapping, Scene Composition, and Camera effects summing up to the desired photorealistic effect. Blender and 3DS Max Software is used for Basic Mesh Modeling. OgreXMLConvertor for exporting mesh from Blender to OGRE while OgreMaxSceneExporter2.4.8 for exporting mesh from 3D Studio Max to OGRE environment. ARToolKit supports marker based object tracking in the dynamic real scene. OpenGL and DirectX are used as an API to the graphics hardware for rendering purposes. Visual Studio 2012 provides the platform for OGRE and OpenGL coding.
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