节点文献
Tyr Shading Engine的设计和光照明算法的集成
【作者】 陈琳;
【作者基本信息】 浙江大学 , 计算机软件与理论, 2006, 硕士
【摘要】 实时绘制和真实感绘制是计算机图形学中的两个重要领域,随着计算机硬件的飞速发展和用户需求的不断提高,实时真实感绘制已经成为计算机图形学的热门研究方向。本文对当前的三维绘制图形软硬件进行深入研究,总结出一系列经验和规律,在和其他同学的合作下,架构了一个较为通用的三维绘制引擎;在此基础上,又设计一个实时计算阴影的光照明模型引擎和植被光照明模型,在实际项目中投入使用。这些工作既方便了实际应用程序的开发工作,也有利于将来图形学研究工作的进一步开展。本文首先介绍了3D绘制引擎的发展状况,包括Unreal,Source,Ogre和OSG等当前主流的绘制引擎的基本架构和特性;然后介绍了实时阴影算法的发展状况,对一些目前常用的阴影算法及其改进算法做了比较和分析。本文第二章将会从概念上详细介绍Tyr引擎的架构。首先,本文介绍了整个Tyr System的架构,包括Tyr的结构,功能和软硬件配置;然后,本文再从上层详细分析了Tyr Shading Engine的结构和实现;最后,介绍了Tyr Shading Engine的调用接口和流程,并分析了Tyr Shading Engine的局限性。本文第三章描述了在Tyr Shading Engine的基础上,架构了一个针对阴影算法的Shadow Engine的实现。第三章中,本文首先介绍了阴影算法的基本原理,比较了一些阴影算法的优劣。然后,使用Tyr Shading Engine的概念,对Shadow Map系列算法进行描述,实现了一个基于Tyr Shading Engine的带阴影的光照明算法集合。本文第四章同样以Tyr Shading Engine架构为基础,描述了一个对复杂树木模型进行室外光照明的算法。同时,在TSE架构下我们也集成了该算法。最后,本人对硕士研究生阶段的工作进行了总结和展望。通过上述工作,本人掌握了计算机图形学的基本原理,对计算机图形学的软硬件有了深入了解,并在某些领域有所创新。更重要的是,在学习计算机图形学理论的同时,我还掌握了模式设计,软件工程和项目管理的部分知识,为将来的学习和工作打下了扎实的基础。
【Abstract】 Real-time rendering and photo-realistic rendering are two important subjects in computer graphics. With the fast development of computer hardware and the increasing demands of computer users, real-time and photo-realistic rendering has been a hotspot in computer graphics research.In this paper, we review the state-of-art 3D graphics software and hardware, and introduce a series of general key points for graphics programming as well as a general 3D render engine developed by ourselves. We also designed a real-time lighting engine with shadows and an outdoors lighting model for complex trees based on the 3D render engine. These packages have been used in a practical project. All these works above are not only benefit graphics system development, but also benefit future research in computer graphics.In the first chapter, we introduce the architectures and features of some existing 3D render engines, like Ureal Engine, Source Engine, Ogre Engine, OSG Engine, and etc. Then we introduce the technical trends of real-time shadow computation, and analyze some algorithms of real-time shadow computation, together with their improvements.We introduce the architecture of our Tyr Engine conceptually in the second chapter. We describe the whole structure of the Tyr system. Then we show the architecture and some implements of the Tyr Shading Engine from top view. At last, we list the interface functions, run-time process and some limitation of the Tyr Shading Engine.In the third chapter, we construct a shadow engine based on the Tyr Shading Engine. We first introduce the basic idea of shadow algorithms, and analyze the advantages and disadvantages of some algorithms. Then we depict the integration of the Shadow Map algorithm into the Tyr Shading Engine, and explain a lighting model node with shadows based on the Tyr Shading Engine.In the forth chapter, we describe a outdoors lighting model of complex trees, and also integrate it in the Tyr System.At last, I conclude my works above and introduce future work. By completing the work described in this paper, I’ve learned the fundamental ideas of computer graphics, deeply studied computer graphics software and hardware, and had some new ideas in some fields. The most important is that through all investigations in computer graphics, I have learned some knowledge of design pattern, software engineering andproject manage, and all of these lay a good basis for my future study and work.
- 【网络出版投稿人】 浙江大学 【网络出版年期】2006年 05期
- 【分类号】TP391.41
- 【下载频次】113