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基于SRAA延迟渲染抗锯齿王斌
引用本文:王斌,吴玉培,吴志红. 基于SRAA延迟渲染抗锯齿王斌[J]. 四川大学学报(自然科学版), 2015, 52(6): 1230-1236
作者姓名:王斌  吴玉培  吴志红
作者单位:四川大学计算机学院视觉合成图形图像技术国防重点学科实验室;四川大学计算机学院视觉合成图形图像技术国防重点学科实验室;四川大学计算机学院视觉合成图形图像技术国防重点学科实验室
基金项目:国家高技术研究发展计划(2013AA013902)
摘    要:随着三维场景中抗锯齿技术的不断发展,抗锯齿技术已被广泛应用于航空飞行模拟、3D游戏、虚拟现实以及其它实时图形绘制应用中.针对当前抗锯齿技术中仍然存在的资源消耗大,模型部分边缘缺失,过度模糊等导致失真的问题,提出了一种基于SRAA(Subpixel Reconstruction Antialiasing)算法和延迟渲染方法的新型抗锯齿技术.首先,把三维模型的位置、深度、法线和颜色信息存储到G buffer(Geometry Buffer)中;然后,对三维模型的每个像素点进行采样,同时结合法线和深度信息,进行联合双边滤波,计算每个像素的混合权重;最后,计算每个像素加权混合后的颜色值,渲染整个三维模型场景.在此过程中,引入了像素的几何信息,较好的避免了过度模糊问题.同时采用延迟渲染,将原本需要3D化计算的光照数据转化为2D计算,提高了实时绘制性能

关 键 词:.三维场景模型; SRAA; 延迟渲染; G buffer; 联合双边滤波
收稿时间:2014-11-12

Anti aliasing based on SRAA for deferred shading
WANG Bin,WU Yu Pei and WU Zhi Hong. Anti aliasing based on SRAA for deferred shading[J]. Journal of Sichuan University (Natural Science Edition), 2015, 52(6): 1230-1236
Authors:WANG Bin  WU Yu Pei  WU Zhi Hong
Affiliation:National Key Laboratory of Fundamental Science on Synthetic Vision,College of Computer Science, Sichuan University;National Key Laboratory of Fundamental Science on Synthetic Vision,College of Computer Science, Sichuan University;National Key Laboratory of Fundamental Science on Synthetic Vision,College of Computer Science, Sichuan University
Abstract:With the development of antialiasing technique in the 3D scene, it has been widely used in aviation and flight simulation, 3D games, virtual reality and other real time rendering applications. In order to solve these problems that still exist in current anti aliasing technology consumptions, such as lacking edge partially, distortion because of excessive ambiguity, a new anti aliasing technology based on SRAA(Subpixel Reconstruction Antialiasing)and deferred shading is proposed.At first, store the position, depth, normal and color information of the 3D model into the G buffer (Geometry Buffer);Secondlysample each pixel of model, at the sametime conduct joint bilateral filter combined with normal and depth information to calculate mixed weight of each pixel; Finally, compute each pixel as a weighted mixture of color value for rendering the whole model scene.In this process, involving with the geometry information of each pixel avoid excessive ambiguity better.Translate the original 3D data into 2D forlighting calculation by using deferred rendering, improve rendering performance actually.
Keywords:3Dscene model   SRAA   Deferred shading  G buffer   Jointbilateral filter
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