Xuan Yu, Jason C. Yang, J. Hensley, T. Harada, Jingyi Yu
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引用次数: 19
摘要
头发的外观在合成逼真的人类角色中起着至关重要的作用。然而,由于头发几何结构的高度复杂性和头发纤维的散射特性,在计算机图形学中,以逼真的质量和交互速度渲染头发仍然是一个悬而未决的问题。以前的方法试图简化散射模型,只处理散射效应的一个特定方面。在本文中,我们提出了一种在统一框架下同时渲染复杂散射效果的新方法,包括体积阴影、透明度和抗混叠。我们的解决方案使用阴影-光线路径来产生体积自阴影,并使用额外的视图-光线路径来产生透明度。为了计算和累积每个(阴影或视图)路径上单个头发纤维的贡献,我们开发了一种新的基于gpu的K -buffer技术,该技术可以有效地定位K个最近的散射位置,并以正确的顺序将它们组合起来。与现有的基于多层的方法相比[Kim and Neumann 2001;Yuksel and Keyser 2008;Sintorn和Assarsson 2009],我们表明我们的k缓冲溶液可以更准确地再现阴影和透明度效果。此外,我们提出了一种直接建立在k-buffer上的抗混叠方案。我们在一个统一的渲染管道下实现所有三种效果(体积阴影,透明度和抗锯齿)。在复杂头发模型上的实验表明,我们的新解决方案以非常高的交互速度产生接近照片的头发渲染。
A framework for rendering complex scattering effects on hair
The appearance of hair plays a critical role in synthesizing realistic looking human characters. However, due to the high complexity in hair geometry and the scattering nature of hair fibers, rendering hair with photorealistic quality and at interactive speeds remains as an open problem in computer graphics. Previous approaches attempt to simplify the scattering model to only tackle a specific aspect of the scattering effects. In this paper, we present a new approach to simultaneously render complex scattering effects including volumetric shadows, transparency, and antialiasing under a unified framework. Our solution uses a shadow-ray path to produce volumetric self-shadows and an additional view-ray path to produce transparency. To compute and accumulate the contribution of individual hair fibers along each (shadow or view) path, we develop a new GPU-based k-buffer technique that can efficiently locate the K nearest scattering locations and combine them in the correct order. Compared with existing multi-layer based approaches[Kim and Neumann 2001; Yuksel and Keyser 2008; Sintorn and Assarsson 2009], we show that our k-buffer solution can more accurately reproduce the shadowing and transparency effects. Further, we present an anti-aliasing scheme that directly builds upon the k-buffer. We implement all three effects (volumetric shadows, transparency, and anti-aliasing) under a unified rendering pipeline. Experiments on complex hair models demonstrate that our new solution produces near photorealistic hair rendering at very interactive speed.