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SREC-RT: A Structure for Ray Tracing Rounded Edges and Corners
Computer Graphics Forum ( IF 2.7 ) Pub Date : 2021-04-18 , DOI: 10.1111/cgf.14268
Simon Courtin 1 , Mickael Ribardière 1 , Sebastien Horna 1 , Pierre Poulin 2 , Daniel Meneveaux 1
Affiliation  

Man-made objects commonly exhibit rounded edges and corners generated through their manufacturing processes. The variation of surface normals at these confined locations produces shading details that are visually essential to the realism of synthetic scenes. The more specular the surface, the finer and more prominent its highlights. However, most geometric modellers represent rounded edges and corners with dense polygonal meshes that are limited in terms of smoothness, while tremendously increasing scene complexity. This paper proposes a non-invasive method (i.e. that does not modify the original geometry) for the modelling and rendering of smooth edges and corners from any input polygonal geometry defined with infinitely sharp edges. At the heart of our contribution is a geometric structure that automatically and accurately defines the geometry of edge and corner rounded areas, as well as the topological relationships at edges and vertices. This structure, called SREC-RT, is integrated in a ray-tracing-based acceleration structure in order to determine the region of interest of each rounded edge and corner. It allows systematic rounding of all edges and vertices without increasing the 3D scene geometric complexity. While the underlying rounded geometry can be of any type, we propose a practical ray-edge and ray-corner intersection based on parametric surfaces. We analyse comparisons generated with existing methods. Our results present the advantages of our method, including extreme close-up views of surfaces with a much higher quality for very little additional memory, and reasonable computation time overhead.

中文翻译:

SREC-RT:光线追踪圆边和角的结构

人造物体通常表现出通过其制造过程产生的圆形边缘和角落。这些受限位置的表面法线变化会产生阴影细节,这些细节对于合成场景的真实感来说是视觉上必不可少的。表面的镜面越多,其高光就越精细、越突出。然而,大多数几何建模器用密集的多边形网格来表示圆角边和角,这些网格在平滑度方面受到限制,同时极大地增加了场景的复杂性。本文提出了一种非侵入性方法(即不修改原始几何体),用于从定义为无限锐边的任何输入多边形几何体中建模和渲染平滑的边和角。我们贡献的核心是一种几何结构,它自动准确地定义边和角圆角区域的几何形状,以及边和顶点处的拓扑关系。这种称为 SREC-RT 的结构集成在基于光线追踪的加速结构中,以确定每个圆形边缘和拐角的感兴趣区域。它允许在不增加 3D 场景几何复杂性的情况下系统地舍入所有边缘和顶点。虽然底层的圆形几何可以是任何类型,但我们提出了一种基于参数曲面的实用射线边缘和射线角相交。我们分析了与现有方法的比较。我们的结果展示了我们方法的优势,包括表面的极端特写视图,质量更高,额外的内存很少,
更新日期:2021-04-18
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