簡易檢索 / 詳目顯示

研究生: 蘇柏元
Su, Po-Yuan
論文名稱: 使用光傳遞容積實作虛擬實境的即時全域照明
Real-Time Global Illumination in Virtual Reality using Light Propagation Volume
指導教授: 張鈞法
Chang, Chun-Fa
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 35
中文關鍵詞: 全域照明即時運算光傳遞容積虛擬實境
英文關鍵詞: real-time, global illumination, light propagation volume, virtual reality
DOI URL: https://doi.org/10.6345/NTNU202202871
論文種類: 學術論文
相關次數: 點閱:144下載:21
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 電腦圖學領域的全域照明效果,包含光源及發光體對場景的直接照明,以及非發光體反射照明效果產生的間接照明,如要呈現較為擬真的畫面表現,全域照明為相當重要的效果。由於近年虛擬實境裝置崛起,以虛擬實境為平台的應用漸增,在虛擬實境中如要呈現一定品質的畫面,需加入品質不錯的全域照明效果,同時又要兼顧虛擬實境裝置的互動性。
    光傳遞容積( Light Propagation Volume )及其他類似的方法,使用球諧函數近似光照貢獻度分布,其能夠用使用少量空間及在短時間內轉換貢獻度資料及球諧函數係數的性質,使得許多近年的互動式圖學內容大量使用此方法。
    使用OpenGL 4.0實作光傳遞容積,以平行化完成運算來符合即時運算所需的速度,在畫面中加入全域照明效果的狀況下維持良好的互動性,並以跨平台的虛擬實境函式庫OpenVR將繪製結果呈現在虛擬實境裝置上,讓使用者有身歷其境的體驗。

    This paper provides an implementation of light propagation volume using OpenGL 4.0 as graphical library. And present the result in a realistic way on virtual reality helmet by using OpenVR as virtual reality library.
    Virtual reality provides realistic experiences to the users by providing realistic images, 3D visual effects, and intuitive interactions. To present realistic images using computer graphic, a certain quality of global illumination effect, the combination of direct and indirect illumination effects, becomes a key factor. Since both quality and interactivity are the key requirements of virtual reality, the implementation of global illumination effect must be fast enough to complete in real-time condition.
    Light propagation volume(LPV) and some other ways that use spherical harmonics to approximate indirect lighting functions were introduced as real-time global illumination algorithms. LPV is widely implemented in recent interactive applications because of the decent effect and interactivity it provided.

    第一章 緒論 1 1-1 研究背景 1 1-2 研究目的 2 1-3 論文結構 3 第二章 文獻探討 4 2-1 光子映射( Photon Mapping ) 4 2-2 反射陰影映照圖( Reflective Shadow Map ) 5 2-3 球諧函數光照( Spherical Harmonics Lighting ) 6 2-4 近代即時運算全域照明演算法 7 第三章 光傳遞容積 10 3-1 概要 10 3-2 球諧函數( Spherical Harmonics ) 11 3-3 球諧用於近似光照分布 13 3-4 初始光照資訊及虛擬點光源 14 3-5 傳遞間接照明資訊 15 3-6 採樣可視區域的全域照明 17 第四章 實作細節 18 4-1 平行化設計 18 4-2 繪製反射陰影照圖 20 4-3 容積體資料型態與採樣 21 4-4 傳遞的平行化 24 4-5 使用OpenVR 25 第五章 實驗結果 27 5-1 全域照明效果 27 5-2 效能測試 29 5-3 以VR裝置顯示對效能的影響 32 第六章 結論 33 參考文獻 34

    brc5198, "What Makes Next Generation Graphics," 8 February 2016. [Online]. Available: https://sites.psu.edu/ist446/2016/02/18/what-makes-next-generation-graphics/. [Accessed 23 June 2017].
    A. Kaplanyan and C. Dachsbacher, "Cascaded Light Propagation Volume for Real-Time Indirect Illumination," in 2010 ACM SIGGRAPH, 2010.
    J. T. Kajiya, "The Rendering Equation," in 13th annual conference on Computer graphics and interactive techniques. ACM., 1986.
    H. W. Jensen, "Global Illumination using Photon Maps," in Rendering Techniques '96, 1996.
    C. Dachsbacher and M. Stamminger, "Reflective Shadow Maps," in I3D '05, 2005.
    R. Green, "Spherical Harmonics Lighting," in GDC '03, 2003.
    R. Cupisz, "Light probes – Unity Blog," 9 3 2011. [Online]. Available: https://blogs.unity3d.com/jp/2011/03/09/light-probes/. [Accessed 25 6 2017].
    Cyril Crassin;Fabrice Neyret;Miguel Sainz;Simon Green;Elmar Eisemann, "Interactive Indirect Illumination Using Voxel Cone Tracing," in Pacific Graphics 2011, Kaohsiung, 2011.
    J. Koivisto, "Monte Carlo path tracing," in Spring 2002 Advanced Rendering Techniques, 2002.
    A. Kaplanyan, Presentation "Cascaded Light Propagation Volumes for Indirect Illumination", 2010.
    WojciechJarosz, "Efficient Monte Carlo Methods for Light Transport in Scattering Media," San Diego, University of California, San Diego, 2008, p. Appendix B: Spherical Harmoics.
    djbozkosz, "GitHub - djbozkosz/Light-Propagation-Volumes: Master's Thesis," 17 October 2015. [Online]. Available: https://github.com/djbozkosz/Light-Propagation-Volumes. [Accessed 26 June 2017].
    various, "Compute Shader - OpenGL Wiki - Khronos Group," 16 January 2017. [Online]. Available: https://www.khronos.org/opengl/wiki/Compute_Shader. [Accessed 26 June 2017].
    A. Kaplanyan, "Light Propagation Volumes in CryEngine 3," in SIGGRAPH 2009, New Orleans, 2009.
    JoeLudwig, ZoidCTF, holocronweaver, MarkOates and FGlazov, "API Documentation · ValveSoftware/openvr Wiki · GitHub," 21 April 2015. [Online]. Available: https://github.com/ValveSoftware/openvr/wiki/API-Documentation. [Accessed 30 June 2017].
    M. Porter, "Valve's OpenVR Signs Up to Razer's Virtual Reality Standard - IGN," 19 May 2015. [Online]. Available: http://www.ign.com/articles/2015/05/19/valves-openvr-signs-up-to-razers-virtual-reality-standard. [Accessed 30 June 2017].

    下載圖示
    QR CODE