计算机工程 ›› 2007, Vol. 33 ›› Issue (20): 216-218.doi: 10.3969/j.issn.1000-3428.2007.20.075

• 多媒体技术及应用 • 上一篇    下一篇

一种面向高动态范围材质的实时渲染算法

王 京,车英慧,郝爱民   

  1. (北京航空航天大学虚拟现实新技术教育部重点实验室,北京 100083)
  • 收稿日期:1900-01-01 修回日期:1900-01-01 出版日期:2007-10-20 发布日期:2007-10-20

High Dynamic Range Material Oriented Real-time Rendering Algorithm

WANG Jing, CHE Ying-hui, HAO Ai-min   

  1. (Virtual Reality & Visualization Institute, Beijing University of Aeronautics and Astronautics, Beijing 100083)
  • Received:1900-01-01 Revised:1900-01-01 Online:2007-10-20 Published:2007-10-20

摘要: 针对具有高动态范围材质的场景的渲染问题,给出了将渲染光照模型由传统材质模型扩展为高动态范围材质模型和基于GPU实时渲染的算法。经过此算法得到的高动态范围渲染结果必须通过进一步的处理才能正确地显示在仅具有低动态范围的显示输出设备上。为此,该文给出了一个结合高动态范围材质的实时渲染算法、基于物理的模拟镜头眩光效果算法以及色调映射算法的综合方法,并通过实现验证了此方法。

关键词: 高动态范围, 眩光效果, 色调映射算法

Abstract:

This paper discusses the problem of rendering scenes including high dynamic range material objects. In the approach, a GPU-based per-pixel lighting algorithm extending the traditional material model is used in scene rendering as well as outputting a high dynamic range image. A physically-based glare effect simulation algorithm is used in the post-process state. And a tone-mapping algorithm is used to convert the high dynamic range image to low dynamic range and output the image to screen. -mapping algorithm

Key words: high dynamic range (HDR), glare effect, tone

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