Interactive rendering of light scattering in dust molecules using particle systems
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In this paper introduces a technique for rendering effect of the volumetric lighting in dusty atmosphere using particle systems. Despite numerous techniques has been proposed for rendering these effects but still lack realism in the interactive applications. This technique is based on the sampling planes to compute radiance transport equation and use dynamic model of the dust. The scattering of light is computed by using fragment shaders and 2D texture by making use of the graphics hardware, while using ParticleEngine technique generates the dust. The technique is efficient and accurate to mimic a realistic scenes have effect such as scattering of light in dust molecules. In addition to, volumetric shadows are created resulting of density and size particles within participating media. Therefore, scattering of light is generated in presence dusty media that lead to provide visual clue closer to realistic.Keywords:
Shader
Global illumination
Particle system
Real-time rendering
Particle system is an effective method in irregular moving object simulation in 3D technology.In order to simulate real time and realistic fireworks effect,firework simulation is realized by using hardware accelerated rendering technology and particle system.The type and attribute alternation of particle system is finished in Direct3D 10 shader.Using the technology of geometry shader,stream output,instancing and billboard,combined with the mathematical curve models,through two technique,one for updating and stream output of particle,the other for rendering particle,the firework is realized with various of shapes such as clover-shaped,four-leaf-shaped,8-shaped and the blended effect.Examples illustrate that the method can meet the requirement of real time.
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Particle system
Fireworks
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Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.
Shader
Global illumination
Real-time rendering
Image-based lighting
Light Field
3D rendering
OpenGL
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Abstract Global illumination techniques like radiosity or Monte‐Carlo ray‐tracing are becoming standard features of rendering systems. However, there is currently no accepted interface format which supports an appropriate physically‐based scene description. In this paper we present extensions to the well‐known RenderMan interface, which allow for a physically based scene description and support advanced global illumination techniques. Special emphasis has been laid on the support for procedural descriptions of reflection and emission by RenderMan surface shaders. So far, they could not be used with most global illumination algorithms. The extensions have been implemented in a physically‐based rendering system and are illustrated with examples.
Shader
Global illumination
Radiosity (computer graphics)
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Uses geometry shader to generate shadow volume real-time shadows.The shadow volume is implemented in the CPU in the past,according to generate new vertex and output stream of geometry shader,it is completely transferred to the GPU.The implementation method can improve rendering performance of the algorithm,liberate CPU processing time.It is easier and performance better than traditional methods of CPU first generated shadow volume prototype.
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Real-time rendering
Shadow mapping
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The view-independent global illumination problem is rephrased as one determining a radiance function across each surface in the environment. A new methodology for diffuse environments, based on the sampling and reconstruction of these functions is introduced. Within this context, the following problems are investigated: (i) where the radiance functions should be samples; (ii) how to evaluate a radiance function at each sample; and (iii) how to reconstruct a radiance function for the set of samples. The new methodology relaxes some of the assumptions built into current radiosity algorithms. Results are presented which show that the new methodology yields significantly higher accuracy than existing radiosity methods.
Radiosity (computer graphics)
Global illumination
Sample (material)
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In this paper, we present a ray tracing-based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular, we extend the irradiance caching scheme proposed by Ward et al. (1988) to cache and interpolate directional incoming radiance instead of irradiance. The incoming radiance at a point is represented by a vector of coefficients with respect to a hemispherical or spherical basis. The surfaces suitable for interpolation are selected automatically according to the roughness of their BRDF. We also propose a novel method for computing translational radiance gradient at a point.
Global illumination
Interpolation
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In this paper we present a ray tracing based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular we extend the irradiance caching scheme of [WRC88] to cache and interpolate directional incoming radiance instead of irradiance. The incoming radiance at a point is represented by a vector of coefficients with respect to a spherical or hemispherical basis. The surfaces suitable for interpolation are selected automatically according to the glossiness of their BRDF. We also propose a novel method for computing translational radiance gradient at a point.
Interpolation
Global illumination
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Global illumination
Bidirectional texture function
Isosurface
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This paper presents a method for rendering radially distorted virtual scenes in real-time using the programmable fragment shader commonly found in many main stream graphics hardware. We show that by using the pixel buffer and the fragment shader, it is possible to augment the endoscopic display with distorted virtual images.
Shader
Real-time rendering
Tiled rendering
Graphics hardware
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This article examines the problem of rendering realistic images in real time. The impact of shaders on the realism of the 3D image was investigated. To that end, special software for generated scenes assessment was developed. An experiment was conducted, because of which a model was built to predict the realism of 3D visualization. With this model, a positive and negative impact on the scene is possible to estimate. The model and obtained results may be used for shader selection while real-time scene generation.
Shader
Real-time rendering
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