通过可变形物体进行实时折射

M. M. O. Neto, Maicon Brauwers
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引用次数: 38

摘要

光折射是一种重要的光学现象,它的模拟对合成图像的真实感有很大的帮助。虽然光线追踪可以正确地模拟光的折射,但要做到实时仍然是一个挑战。这项工作提出了一种图像空间技术来实时模拟远处环境的折射。与以前的多界面交互折射方法相反,该技术不需要任何预处理。因此,它可以直接应用于经历形状变形的物体,这是电脑游戏和电影中角色动画的一个常见而重要的特征。我们的方法在某种意义上是通用的,它可以用于任何可以在可编程GPU上光栅化的对象表示。它基于对动态深度图执行的有效光线相交过程,并在二维纹理空间中进行。我们通过实时模拟由数十万个多边形组成的动画人物的折射来证明我们方法的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time refraction through deformable objects
Light refraction is an important optical phenomenon whose simulation greatly contributes to the realism of synthesized images. Although ray tracing can correctly simulate light refraction, doing it in real time still remains a challenge. This work presents an image-space technique to simulate the refraction of distant environments in real time. Contrary to previous approaches for interactive refraction at multiple interfaces, the proposed technique does not require any preprocessing. As a result, it can be directly applied to objects undergoing shape deformations, which is a common and important feature for character animation in computer games and movies. Our approach is general in the sense that it can be used with any object representation that can be rasterized on a programmable GPU. It is based on an efficient ray-intersection procedure performed against a dynamic depth map and carried out in 2D texture space. We demonstrate the effectiveness of our approach by simulating refractions through animated characters composed of several hundred thousand polygons in real time.
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