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Computational model for hyper-realistic image generation using uniform shaders in 3D environments
Computers in Industry ( IF 10.0 ) Pub Date : 2020-11-02 , DOI: 10.1016/j.compind.2020.103337
Eduardo Calabuig-Barbero , Miguel Davia-Aracil , Higinio Mora-Mora , Francisco Herrero-Pérez

3D engines for real time CAD geometry representation have been improved extremely in recent years, both, thanks to the evolution of the computer industry itself and the new technologies used for computer graphics, like OpenGL shaders and their implementation in the last graphic cards generation. Raytracing and radiosity rendering techniques are achieving more and more close to reality results thanks to these improvements. Many manufacturing industries are taking advantage of these technologies, like footwear industry, where 3D CAD shoe models are been rendering in real time with a huge qualitative leap in terms of efficiency, costs and close-to-reality visualization results. All the same, the performance of the computational models used for the representation of virtual materials, texture maps (like normal or roughness map), specular and diffuse reflection models, illumination or shadows among many other elements, is leading to having different visualization results depending on the 3D engine that it is been used, even though we work with the same CAD model together with its materials and representation scene. Furthermore, if we bring all these implementations to web technologies, like WebGL, we must tackle not only the visualization problem but also, data optimization and computational capacity issues due to the fact of the web browsers and Internet nature. This paper proposes a computational model for hyper-realistic representation in 3D engines that offers correct results for both, 3D engines optimized for computers and 3D engines for web environments. The proposed model adapts the different characteristics of both environments and makes possible an identical visualization of a 3D CAD shoe model whatever the environment chosen.



中文翻译:

在3D环境中使用统一着色器生成超逼真的图像的计算模型

近年来,用于实时CAD几何图形表示的3D引擎得到了极大的改进,这要归功于计算机行业本身的发展以及用于计算机图形的新技术,例如OpenGL着色器及其在上一代图形卡中的实现。得益于这些改进,光线追踪和光能传递渲染技术越来越接近实际结果。许多制造业都在利用这些技术,例如制鞋业,其中3D CAD鞋子模型正在实时渲染,在效率,成本和接近真实的可视化结果方面都发生了质的飞跃。同样,用于表示虚拟材料,纹理贴图(例如法线或粗糙度贴图)的计算模型的性能,即使我们使用相同的CAD模型及其材质和表示场景,镜面反射和漫反射模型,照明或阴影等许多其他元素也会导致根据使用的3D引擎而产生不同的可视化结果。此外,如果将所有这些实现方式都带到Web技术(如WebGL)中,我们不仅必须解决可视化问题,而且还必须解决由于Web浏览器和Internet性质导致的数据优化和计算能力问题。本文提出了一种用于3D引擎中超真实感表示的计算模型,该模型可为针对计算机优化的3D引擎和针对Web环境的3D引擎提供正确的结果。

更新日期:2020-11-02
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