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題名 以影像空間加速機制之多層折射繪圖
Image Space Real-time Multi-refraction Technology
作者 王士豪
貢獻者 紀明德
Chi, Ming Te
王士豪
關鍵詞 折射
光學
影像空間
日期 2013
上傳時間 7-Jul-2014 11:08:32 (UTC+8)
摘要 光線的折射和全內反射是透明物體中重要的光學現象,可用於玻璃藝術。本論文利用depth-peeling的技術將一個三維幾何網格物體拆解成四層深度與法向量貼圖,提出改良的relief mapping使用的光線相交演算法解決層與層之間的斷層問題,在影像空間中計算至多四次折射和全內反射,最後對計算出的折射向量配合環境貼圖取得對應的折射效果。以上的單一物體四次折射架構,可延伸至多物體的場景,進行多物體四次折射計算。本論文改良傳統image-space兩次折射的方法,可以處理更複雜物體與場景,並嘗試與GPU加速的光跡追蹤軟體(OptiX)與不同場景進行比較,驗證其演算法效率與品質。
Light refraction simulation is an important optical phenomenon for the realism of computer synthesized images. This thesis proposed a image-space for real-time multi-refraction. First, we apply the depth-peeling technique to disassemble a 3D polygonal object into four layers of normal texture and depth texture. Then a modified ray-height-field intersection algorithm is proposed to solve the fault zone between the layers and to compute the intersection, refraction, and the total internal reflection on image space. We can generate (at most) four pass refraction. At the last step, we use the environment map with the refraction vector to get the final color. The proposed algorithm can easily extend to multi-object refraction. Experiment results on various scenes demonstrate the feasibility and quality of the proposed multi-refraction method. A comparison to the GPU-based ray tracing (OptiX) is shown to support the efficient of our method.
參考文獻 [1] Fabio Policarpo, Manuel M. Oliveira, and João L. D. Comba L. D. Comba. 2005. real-time relief mapping on arbitrary polygonal surfaces. In Proceedings of the 2005 symposium on Interactive 3D graphics and games (I3D `05). ACM, New York, NY, USA, 155-162.
[2] Chris Wyman. 2005. An approximate image-space approach for interactive refraction. ACM Trans. Graph. 24, 3 (July 2005), 1050-1053.
[3] Chris Wyman. 2005. Interactive image-space refraction of nearby geometry. In Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia (GRAPHITE `05). ACM, New York, NY, USA, 205-211.
[4] Manuel M. Oliveira and Maicon Brauwers. 2007. real-time refraction through deformable objects. In Proceedings of the 2007 symposium on Interactive 3D graphics and games (I3D `07). ACM, New York, NY, USA, 89-96.
[5] Fernando, R. & Kilgard M. J. (2003). The CG Tutorial: The Definitive Guide to Programmable real-time Graphics. (1st ed.). Addison-Wesley Longman Publishing Co., Inc. Boston, MA, USA. Chapter 7: Environment Mapping Techniques
[6] Stephane Guy and Cyril Soler. 2004. Graphics gems revisited: fast and physically-based rendering of gemstones. In ACM SIGGRAPH 2004 Papers (SIGGRAPH `04), Joe Marks (Ed.). ACM, New York, NY, USA
[7] Arvo, J. (1986). "Backward Ray Tracing." Developments in Ray Tracing. ACM Siggraph Course Notes 12, pp. 259–263, 1986.
[8] Génevaux, O., F. Larue, et al. (2006). Interactive refraction on complex static geometry using spherical harmonics. Proceedings of the 2006 symposium on Interactive 3D graphics and games. Redwood City, California, ACM: 145-152.
[9] Günther, J., I. Wald, et al. (2004). Realtime caustics using distributed photon mapping. Proceedings of the Fifteenth Eurographics conference on Rendering Techniques. Norrköping, Sweden, Eurographics Association: 111-121.
[10] Guy, S. and C. Soler (2004). "Graphics gems revisited: fast and physically-based rendering of gemstones." ACM Trans. Graph. 23(3): 231-238.
[11] Hakura, Z. S. and J. M. Snyder (2001). Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps. Proceedings of the 12th Eurographics Workshop on Rendering Techniques, Springer-Verlag: 289-300.
[12] Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, and Ravi Ramamoorthi. 2011. real-time rough refraction. In Symposium on Interactive 3D Graphics and Games (I3D `11). ACM, New York, NY, USA.
[13] Arthur Appel. 1968. Some techniques for shading machine renderings of solids. In Proceedings of the April 30--May 2, 1968, spring joint computer conference (AFIPS `68 (Spring)). ACM, New York, NY, USA, 37-45.
[14] Abraham Mammen. Transparency and antialiasing algorithms Implemented with the virtual pixel maps technique. IEEE Computer Graphics and Applications, 9(4): 43-55, July 1989
[15] Everitt C.: Interactive order-independent transparency. Tech. rep., NVIDIA Corporation, 2001.
[16] Liu B.-Q., Wei L.-Y., Xu Y.-Q.: Multi-layer depth peeling via fragment sort. Tech. rep., Microsoft Research Asia, 2006. 2.
[17] Bavoil L., Myers K.: Order independent transparency with dual depth peeling. NVIDIA OpenGL SDK, 2008.
[18] Bavoil L., Myers K.: Order independent transparency with dual depth peeling. NVIDIA OpenGL SDK, 2008.
[19] Y. Mukaigawa, Y. Yagi, and R. Raskar. Analysis of light transport in scattering media. In Proc. CVPR, pages 153-160, 2010
[20] Steven M. Seitz , Yasuyuki Matsushita , Kiriakos N. Kutulakos, A Theory of Inverse Light Transport, Proceedings of the Tenth IEEE International Conference on Computer Vision, p.1440-1447, October 17-20, 2005
[21] Aner Ben-Artzi , Kevin Egan , Frédo Durand , Ravi Ramamoorthi, A precomputed polynomial representation for interactive BRDF editing with global illumination, ACM Transactions on Graphics (TOG), v.27 n.2, p.1-13, April 2008
描述 碩士
國立政治大學
資訊科學學系
100753035
102
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0100753035
資料類型 thesis
dc.contributor.advisor 紀明德zh_TW
dc.contributor.advisor Chi, Ming Teen_US
dc.contributor.author (Authors) 王士豪zh_TW
dc.creator (作者) 王士豪zh_TW
dc.date (日期) 2013en_US
dc.date.accessioned 7-Jul-2014 11:08:32 (UTC+8)-
dc.date.available 7-Jul-2014 11:08:32 (UTC+8)-
dc.date.issued (上傳時間) 7-Jul-2014 11:08:32 (UTC+8)-
dc.identifier (Other Identifiers) G0100753035en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/67305-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 100753035zh_TW
dc.description (描述) 102zh_TW
dc.description.abstract (摘要) 光線的折射和全內反射是透明物體中重要的光學現象,可用於玻璃藝術。本論文利用depth-peeling的技術將一個三維幾何網格物體拆解成四層深度與法向量貼圖,提出改良的relief mapping使用的光線相交演算法解決層與層之間的斷層問題,在影像空間中計算至多四次折射和全內反射,最後對計算出的折射向量配合環境貼圖取得對應的折射效果。以上的單一物體四次折射架構,可延伸至多物體的場景,進行多物體四次折射計算。本論文改良傳統image-space兩次折射的方法,可以處理更複雜物體與場景,並嘗試與GPU加速的光跡追蹤軟體(OptiX)與不同場景進行比較,驗證其演算法效率與品質。zh_TW
dc.description.abstract (摘要) Light refraction simulation is an important optical phenomenon for the realism of computer synthesized images. This thesis proposed a image-space for real-time multi-refraction. First, we apply the depth-peeling technique to disassemble a 3D polygonal object into four layers of normal texture and depth texture. Then a modified ray-height-field intersection algorithm is proposed to solve the fault zone between the layers and to compute the intersection, refraction, and the total internal reflection on image space. We can generate (at most) four pass refraction. At the last step, we use the environment map with the refraction vector to get the final color. The proposed algorithm can easily extend to multi-object refraction. Experiment results on various scenes demonstrate the feasibility and quality of the proposed multi-refraction method. A comparison to the GPU-based ray tracing (OptiX) is shown to support the efficient of our method.en_US
dc.description.tableofcontents 摘要 i
Abstract ii
目錄 iii
圖目錄 v
第一章 緒論 1
1.1 研究動機與目的 1
1.2 問題描述 2
1.3 論文貢獻 2
1.4 論文章節架構 3
第二章 相關研究 4
2.1 光學:折射與全反射 4
2.2 折射的分析 8
2.3 texture mapping技術與shader 9
2.4 Depth peeling 12
2.5 折射 12
第三章 研究方法與步驟 16
3.1 折射模型的分析 16
3.1.1 模型的分析 16
3.1.2 層數的分析 18
3.2 程式架構 19
3.3 Render to texture與光線相交演算法 20
3.4 四層深度拆解 23
3.5 斷層處理 24
3.5.1 斷層處理 25
3.5.2 深度合併 30
3.5.3 Size大小的影響 31
3.6 全反射的計算 32
3.7 單個物體與多個物體的折射 35
第四章 實驗結果與討論 39
4.1 真實世界的透明物體與光線追蹤法 39
4.2 四層深度的透明物體 41
4.3 多個透明物體 50
4.4 效能比較與複雜度分析 52
4.5 限制 53
第五章 結論與未來發展 55
5.1 結論 55
5.2 未來發展 56
參考文獻 57
zh_TW
dc.format.extent 3536368 bytes-
dc.format.mimetype application/pdf-
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0100753035en_US
dc.subject (關鍵詞) 折射zh_TW
dc.subject (關鍵詞) 光學zh_TW
dc.subject (關鍵詞) 影像空間zh_TW
dc.title (題名) 以影像空間加速機制之多層折射繪圖zh_TW
dc.title (題名) Image Space Real-time Multi-refraction Technologyen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) [1] Fabio Policarpo, Manuel M. Oliveira, and João L. D. Comba L. D. Comba. 2005. real-time relief mapping on arbitrary polygonal surfaces. In Proceedings of the 2005 symposium on Interactive 3D graphics and games (I3D `05). ACM, New York, NY, USA, 155-162.
[2] Chris Wyman. 2005. An approximate image-space approach for interactive refraction. ACM Trans. Graph. 24, 3 (July 2005), 1050-1053.
[3] Chris Wyman. 2005. Interactive image-space refraction of nearby geometry. In Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia (GRAPHITE `05). ACM, New York, NY, USA, 205-211.
[4] Manuel M. Oliveira and Maicon Brauwers. 2007. real-time refraction through deformable objects. In Proceedings of the 2007 symposium on Interactive 3D graphics and games (I3D `07). ACM, New York, NY, USA, 89-96.
[5] Fernando, R. & Kilgard M. J. (2003). The CG Tutorial: The Definitive Guide to Programmable real-time Graphics. (1st ed.). Addison-Wesley Longman Publishing Co., Inc. Boston, MA, USA. Chapter 7: Environment Mapping Techniques
[6] Stephane Guy and Cyril Soler. 2004. Graphics gems revisited: fast and physically-based rendering of gemstones. In ACM SIGGRAPH 2004 Papers (SIGGRAPH `04), Joe Marks (Ed.). ACM, New York, NY, USA
[7] Arvo, J. (1986). "Backward Ray Tracing." Developments in Ray Tracing. ACM Siggraph Course Notes 12, pp. 259–263, 1986.
[8] Génevaux, O., F. Larue, et al. (2006). Interactive refraction on complex static geometry using spherical harmonics. Proceedings of the 2006 symposium on Interactive 3D graphics and games. Redwood City, California, ACM: 145-152.
[9] Günther, J., I. Wald, et al. (2004). Realtime caustics using distributed photon mapping. Proceedings of the Fifteenth Eurographics conference on Rendering Techniques. Norrköping, Sweden, Eurographics Association: 111-121.
[10] Guy, S. and C. Soler (2004). "Graphics gems revisited: fast and physically-based rendering of gemstones." ACM Trans. Graph. 23(3): 231-238.
[11] Hakura, Z. S. and J. M. Snyder (2001). Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps. Proceedings of the 12th Eurographics Workshop on Rendering Techniques, Springer-Verlag: 289-300.
[12] Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, and Ravi Ramamoorthi. 2011. real-time rough refraction. In Symposium on Interactive 3D Graphics and Games (I3D `11). ACM, New York, NY, USA.
[13] Arthur Appel. 1968. Some techniques for shading machine renderings of solids. In Proceedings of the April 30--May 2, 1968, spring joint computer conference (AFIPS `68 (Spring)). ACM, New York, NY, USA, 37-45.
[14] Abraham Mammen. Transparency and antialiasing algorithms Implemented with the virtual pixel maps technique. IEEE Computer Graphics and Applications, 9(4): 43-55, July 1989
[15] Everitt C.: Interactive order-independent transparency. Tech. rep., NVIDIA Corporation, 2001.
[16] Liu B.-Q., Wei L.-Y., Xu Y.-Q.: Multi-layer depth peeling via fragment sort. Tech. rep., Microsoft Research Asia, 2006. 2.
[17] Bavoil L., Myers K.: Order independent transparency with dual depth peeling. NVIDIA OpenGL SDK, 2008.
[18] Bavoil L., Myers K.: Order independent transparency with dual depth peeling. NVIDIA OpenGL SDK, 2008.
[19] Y. Mukaigawa, Y. Yagi, and R. Raskar. Analysis of light transport in scattering media. In Proc. CVPR, pages 153-160, 2010
[20] Steven M. Seitz , Yasuyuki Matsushita , Kiriakos N. Kutulakos, A Theory of Inverse Light Transport, Proceedings of the Tenth IEEE International Conference on Computer Vision, p.1440-1447, October 17-20, 2005
[21] Aner Ben-Artzi , Kevin Egan , Frédo Durand , Ravi Ramamoorthi, A precomputed polynomial representation for interactive BRDF editing with global illumination, ACM Transactions on Graphics (TOG), v.27 n.2, p.1-13, April 2008
zh_TW