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研究生: 鄒義權
Tsou, Yi-Chuan
論文名稱: 以雲隙光為例之體積渲染效能研究
A Performance Study of Volumetric Rendering with God Rays as Example Applications
指導教授: 張鈞法
Chang, Chun-Fa
口試委員: 陳履恆 王科植
口試日期: 2021/07/29
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: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 29
中文關鍵詞: 體積渲染參與介質OptiX單一散射雲隙光
英文關鍵詞: volume rendering, participating media, OptiX, single scattering, god ray
研究方法: 實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202101165
論文種類: 學術論文
相關次數: 點閱:115下載:7
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  • 一般渲染為了計算方便,經常假設場景為真空,然而真實世界的大氣,散布著許多微小粒子,為非真空狀態。遊戲或電影場景中,常見體積渲染的蹤跡,像是光暈、體積霧(volumetric fog)、雲隙光(godray)等效果,可為畫面增添朦朧迷霧感,這是真空場景中所無法實現的。
    體積渲染由於額外考慮光和參與介質的能量散射、碰撞,使得計算時間成本大幅增加,此為體積渲染的一大難題。隨著圖形處理器的進步,以及Nvidia推出的OptiX平行運算框架,體積渲染已有不錯的效能提升。本論文借鑒即時渲染常用以簡化的單一散射概念,結合OptiX光線追蹤引擎,針對多重散射進行改良,期望能在更接近即時的時間內實現god rays效果。結果顯示,在維持畫面真實無偏的同時,可達到更快的收斂速度。

    In general rendering, for the convenience of calculation, it is often assumed that the unoccupied space of the scene is vacuum. However, the atmosphere of the real world is scattered with many tiny particles, which is not vacuum. We can see that volume rendering are common in game or movie scenes, such as halo, volumetric fog, god ray and other effects. Volume rendering can add a hazy and foggy feeling to the picture, which cannot be achieved in a vacuum scene.
    Volume rendering takes the energy scattering and collision of light and participating media into account, which greatly increases the calculation time cost, making it a major problem for volume rendering. With the advancement of graphics processors and the OptiX parallel computing framework introduced by Nvidia, volume rendering has improved its performance. This paper draws on the single scattering concept commonly used in real-time rendering to simplify volume rendering, combined with the OptiX ray tracing engine to improve the multiple scattering, and hope to achieve the god rays effect in a efficirnt time. The results show that while maintaining the true and unbiased picture, a faster convergence rate can be achieved.

    第一章、緒論 1 1.1 研究背景 1 1.2 研究目標 2 1.3 論文架構 3 第二章、文獻回顧 4 2.1 參與介質係數 4 2.2 相位函數 6 2.3 體積渲染方程式 7 2.4 Previous work 8 第三章、實作方法 13 3.1 OptiX 14 3.2 等角度重要採樣(Equiangular Sampling) 15 3.3 渲染程式架構 16 第四章、實驗結果分析 18 4.1 實驗結果 18 4.2 參與介質係數的影響 20 4.3 與多散射模型比較 23 4.4 不同的雲隙光場景效果呈現 24 第五章、結論與未來展望 25 參考文獻 26

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