当前位置: X-MOL 学术Comput. Graph. Forum › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
A Scalable and Production Ready Sky and Atmosphere Rendering Technique
Computer Graphics Forum ( IF 2.5 ) Pub Date : 2020-07-01 , DOI: 10.1111/cgf.14050
Sébastien Hillaire 1
Affiliation  

We present a physically based method to render the atmosphere of a planet from ground to space views. Our method is cheap to compute and, as compared to previous successful methods, does not require any high dimensional Lookup Tables (LUTs) and thus does not suffer from visual artifacts associated with them. We also propose a new approximation to evaluate light multiple scattering within the atmosphere in real time. We take a new look at what it means to render natural atmospheric effects, and propose a set of simple look up tables and parameterizations to render a sky and its aerial perspective. The atmosphere composition can change dynamically to match artistic visions and weather changes without requiring heavy LUT update. The complete technique can be used in real‐time applications such as games, simulators or architecture pre‐visualizations. The technique also scales from power‐efficient mobile platforms up to PCs with high‐end GPUs, and is also useful for accelerating path tracing.

中文翻译:

一种可扩展和生产就绪的天空和大气渲染技术

我们提出了一种基于物理的方法来将行星的大气从地面渲染到太空视图。我们的方法计算成本低,并且与之前成功的方法相比,不需要任何高维查找表 (LUT),因此不会受到与之相关的视觉伪影的影响。我们还提出了一种新的近似方法来实时评估大气中的光多重散射。我们重新审视了渲染自然大气效果的含义,并提出了一组简单的查找表和参数化来渲染天空及其空中透视。大气成分可以动态变化以匹配艺术视觉和天气变化,而无需大量 LUT 更新。完整的技术可用于实时应用程序,例如游戏、模拟器或架构预可视化。
更新日期:2020-07-01
down
wechat
bug