CN104157005A - Image-based HDR (high-dynamic range) illumination rendering method - Google Patents

Image-based HDR (high-dynamic range) illumination rendering method Download PDF

Info

Publication number
CN104157005A
CN104157005A CN201410382964.7A CN201410382964A CN104157005A CN 104157005 A CN104157005 A CN 104157005A CN 201410382964 A CN201410382964 A CN 201410382964A CN 104157005 A CN104157005 A CN 104157005A
Authority
CN
China
Prior art keywords
pixel
texture
value
image
brightpassblur
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN201410382964.7A
Other languages
Chinese (zh)
Inventor
张翼
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Of Ancient India Day Infotech Share Co Ltd In Wuxi
Original Assignee
Of Ancient India Day Infotech Share Co Ltd In Wuxi
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Of Ancient India Day Infotech Share Co Ltd In Wuxi filed Critical Of Ancient India Day Infotech Share Co Ltd In Wuxi
Priority to CN201410382964.7A priority Critical patent/CN104157005A/en
Publication of CN104157005A publication Critical patent/CN104157005A/en
Pending legal-status Critical Current

Links

Landscapes

  • Image Processing (AREA)

Abstract

The invention discloses an image-based HDR (high-dynamic range) illumination rendering method. The image-based HDR illumination rendering method mainly comprises the following steps: rendering a scene to a two-dimensional 64-bit floating point texture; downsampling, blurring and superimposing the floating point texture to obtain a BloomMap figure; performing filmic tone mapping on the HDRSence floating point texture, superimposing a mapped value and the BloomMap figure to obtain a superposed FinalScene figure and outputting the superposed FinalScene figure to a screen for frame buffering. By the image-based HDR illumination rendering method, defects that in the prior art, the illumination effect is poor, light and dark details are not rich, the rendering speed is low and the like can be overcome, so as to achieve the advantages that the illumination effect is good, the light and dark details are rich and the rendering speed is high.

Description

A kind of HDR irradiation rendering method based on image
Technical field
The present invention relates to field of Computer Graphics, particularly, relate to a kind of HDR irradiation rendering method based on image.
Background technology
Along with virtual 3D in life, apply more general, demand for processor faster is also promoting, the intensive computing of the CPU that GPU replaces, so process with the participation of the parameters of storage pixel and calculate introducing floating system, so greatly improved the speed of playing up, the programmable universal execution flow process that has also shortened geometric coordinate conversion process of while GPU, pixel coloring units provides floating-point operation capacious, the flow of the processing improving, also make the degree of accuracy of image and complexity all promote simultaneously, better from visually having represented from virtual world to real world simulation, and high dynamic range technology has significant effect to realizing picture quality aspect.
At present aspect real-time lighting field, it is all generally the illumination realization based on figure, such as there is the lighting effect in the scene that Phong illumination model Blinn-Phong illumination model etc. realizes, such effect comes in simulated scenario that lighting effect is poor, light and shade details is abundant, and rendering speed is not high yet.
In realizing process of the present invention, inventor finds at least to exist in prior art the defects such as lighting effect is poor, light and shade details is abundant and rendering speed is low.
Summary of the invention
The object of the invention is to, for the problems referred to above, propose a kind of HDR irradiation rendering method based on image, to realize, lighting effect is good, light and shade details abundant and the high advantage of rendering speed.
For achieving the above object, the technical solution used in the present invention is: a kind of HDR irradiation rendering method based on image, mainly comprises:
A, the floating-point texture of 64 of scene rendering to two dimensions;
B, above-mentioned floating-point texture is carried out to down-sampled, fuzzy and overlap-add procedure, obtain a BloomMap figure;
C, HDRSence floating-point texture is carried out to Filmic Tone Mapping, value and BloomMap figure after mapping superpose, and after being superposeed, FinalScene scheme and output to screen frame to cushion.
Further, described step b, specifically comprises:
B1, the down-sampled floating-point texture HDRSceneScale to 1/4 size of the floating-point texture that step a is obtained, and new floating-point texture HDRSceneScale is used to the down-sampled current mean flow rate of scene that obtains of linear successively;
The mean flow rate of scene that b2, basis obtain and the parameter value of a threshold value also obtain a BrightPass figure in conjunction with HDRSenceScale;
B3, luminance threshold figure is carried out to Gaussian Blur obtain BrightPassBlur figure, and then it is carried out to down-sampled 1/2 obtain BrightPassBlur_Half figure, again repeat step above, obtain a BrightPassBlur_Quarter figure, obtain successively the brightness fuzzy graph of three different resolutions and its color addition is obtained to the final luminance threshold figure that obtains;
B4, the luminance threshold figure that step b3 is finally obtained carry out repeatedly landscape blur, obtain horizontal halation and have just formed one and dazzle light figure star map, are then superposeing and are obtaining a BloomMap figure with luminance threshold figure.
Further, described step b1, specifically comprises:
(1) the floating-point texture after rasterisation is filled by pixel, the down-sampled texture image that obtains 1/4 size of the floating-point texture of above-mentioned scene, and the corresponding brightness value of each pixel, its corresponding relation is:
Wherein I (i) is the brightness value of every i pixel, and C (i) is the color value of every i pixel, it is a predetermined constant; Then to the brightness value of each pixel, ask logarithm operation to obtain new brightness value L (i) to be:
(2) have the above-mentioned brightness value that obtains each pixel in HDRSceneScale texture, then this pixel brightness value around sampled, the result store of sampling in the 2 d texture of the 64*64 size being pre-created:
Wherein, N=9 is the quantity that needs sampled pixel, and P (i) is i pixel brightness value, centered by the average brightness value of pixel; Then travel through successively the brightness value of each pixel of down-sampled texture, and write the luminance graph of a 64*64 size;
(3) based on luminance graph obtained above, down-sampled 1/4 the luminance graph that obtains on this basis, it is 64*64 size texture maps, then the lf linear sampling that utilizes system to carry, brightness is written to successively to the luminance graph copy of 16*16 texture size, the luminance graph copy of 4*4 texture size, the texture size luminance graph of 1*1, the result of this 1*1 figure is exactly the current mean flow rate of this scene.
Further, described step b2, specifically comprises:
Average brightness value based in above-mentioned calculating scene and a threshold value of importing into are also schemed in conjunction with HDRSenceScale, obtain a luminance threshold figure, the definite value that this threshold value can regulate, its effect is to filter out the following dark portion of threshold value color, and this figure demonstrates those pixels of scene due to the excessive effect that occurs halation of light and shade contrast.
Further, described step b3, specifically comprises:
(1) first based on luminance threshold figure obtained above, it is made once to two-way Gaussian Blur, laterally once, longitudinally once, obtain a BrightPassBlur figure;
Gaussian Blur is a kind of image filter, and it with the conversion of each pixel in normal distribution computed image, the normal distribution equation of employing two-dimensional space is:
Wherein the variance of normal distribution, u, v is the coordinate figure of pixel.It is to utilize the weighted value of neighbor to represent the pixel value of this point; Then luminance threshold figure is laterally being carried out to Gauss's matrixing, then, to longitudinally carrying out Gauss's matrixing successively, obtaining converting identical effect with two-dimensional matrix;
(2) the BrightPassBlur figure after above-mentioned Gaussian Blur is carried out down-sampledly 1/2, then carry out same Gaussian Blur operation and obtain a BrightPassBlur_Half figure;
(3) then that above-mentioned fuzzy rear image is again down-sampled 1/2, then carry out same Gaussian Blur operation and obtain a BrightPassBlur_Quarter figure;
(4) the color of the image of BrightPassBlur figure obtained above, BrightPassBlur_Half figure and tri-different fog-levels of BrightPassBlur_Quarter figure is superposeed, the BrightPassBlur_Half of different resolution figure and BrightPassBlur_Quarter figure are zoomed to BrightPassBlur figure size, the color of then carrying out respective pixel is added, and obtains a final luminance threshold figure BrightPass.
Further, described step b4, specifically comprises:
(1) by BrightPass obtained above figure, repeatedly horizontal fuzzy through row, obtain horizontal halation, obtain one and dazzle light Star Map figure, such algorithm can be used for simulation and dazzle the effect of light;
The pixel of BrightPass figure any point is got in setting, gets a left side P pixel of this pixel, the right Q pixel, and P, Q are integer, the pixel color value of this point is so:
(4);
The pixel value of every i pixel wherein, M=P+Q+1, wants when more fuzzy, P, it is fuzzyyer that the value of Q increases the image obtaining, and obtains one and dazzle light figure after such landscape blur;
(2) by obtained above, dazzle luminance threshold figure that light figure and step 4 obtain and carry out color addition and obtain final BloomMap figure.
Further, described step a, specifically comprises:
When drawing scene texture, in texture space, in UV plane, pre-define the three-dimensional scene surface that texture image is mapped to scenery space.
The HDR irradiation rendering method based on image of various embodiments of the present invention, owing to mainly comprising: the floating-point texture of 64 of scene rendering to two dimensions; Floating-point texture is carried out to down-sampled, fuzzy and overlap-add procedure, obtain a BloomMap figure; HDRSence floating-point texture is carried out to Filmic Tone Mapping, and value and BloomMap figure after mapping superpose, and after being superposeed, FinalScene schemes and output to screen frame to cushion; Can realize the illumination of high dynamic range; Thereby can overcome, in prior art, lighting effect is poor, light and shade details is not abundant and the low defect of rendering speed, and to realize, lighting effect is good, light and shade details abundant and the high advantage of rendering speed.
Other features and advantages of the present invention will be set forth in the following description, and, partly from instructions, become apparent, or understand by implementing the present invention.
Below by drawings and Examples, technical scheme of the present invention is described in further detail.
Accompanying drawing explanation
Accompanying drawing is used to provide a further understanding of the present invention, and forms a part for instructions, for explaining the present invention, is not construed as limiting the invention together with embodiments of the present invention.In the accompanying drawings:
Fig. 1 is that Scene of the present invention is played up floating-point texture (HDRScene) figure obtaining;
Fig. 2 is through the down-sampled floating-point texture HDRSceneScale figure obtaining in the present invention;
Fig. 3 is the BrightPass figure after mean flow rate and threshold parameter value and HDRSceneScale stack in Scene of the present invention;
Fig. 4 is the figure of the BrightPassBlur after Gaussian Blur for the first time in the present invention;
Fig. 5 is the figure of the BrightPassBlur_Half after down-sampled Gaussian Blur in the present invention;
Fig. 6 is the figure of the BrightPassBlur_Quarter after down-sampled Gaussian Blur again in the present invention;
Fig. 7 is landscape blur design sketch in the present invention;
Fig. 8 is the figure of the star map after landscape blur repeatedly in the present invention;
Fig. 9 is the BLOOM figure that in the present invention, star map schemes and luminance threshold figure superposes;
Figure 10 is in harmonious proportion and shine upon and the BLOOM figure that superposes obtains final FinalScene and schemes HDRScene in the present invention;
Figure 11 is the process flow diagram of technical solution of the present invention.
Embodiment
Below in conjunction with accompanying drawing, the preferred embodiments of the present invention are described, should be appreciated that preferred embodiment described herein, only for description and interpretation the present invention, is not intended to limit the present invention.
The defect existing for prior art, according to the embodiment of the present invention, as Figure 1-Figure 11, a kind of HDR irradiation rendering method based on image is provided, it is a kind of rendering intent of illumination, the implementation method of the illumination of high dynamic range particularly, the HDR illumination Rendering of this image is considerably beyond those current illumination color and intensity.
The full name of HDR is High-Dynamic Range, dynamic range refers to most bright value and the relative ratio of value the most secretly of the brightness of image, the relative ratio of highlight strength and minimum light intensity, ratio is larger, and dynamic range is wider, and display brightness levels is more, color space is wider, its advantage can make scene more true to nature, and details is abundanter, promotes the sense of reality of game.High dynamic range technology can be good at various gray scale of Reality simulation sunshine, and our display can only show R, G, color in B tri-, and three color gamuts [0,255] between, the combination of such color gamut obviously can not represent the scope of natural brightness, and we utilize Filmic Tone Mapping(film to be in harmonious proportion mapping) realize this high dynamic range and be mapped on display screen.
Tell about the flow process of the HDR lighting based on image below:
First: the floating-point texture (ARGB16) of 64 of scene rendering to two dimensions
When drawing scene texture, in texture space, in UV plane, pre-define the three-dimensional scene surface that texture image is mapped to scenery space.And texture image is square array, the coordinate of texture also can be defined as one, two, three and four-dimensional form, the present invention is to provide the drafting of scene is rendered on 64 textures and is calculated, adopt the details of light and shade in the expression scene that 64 floating-point textures that are can be enough, and do not lose any illumination information, we are to this floating-point texture called after HDRScene(Fig. 1), general this floating-point texture is larger to taking of first video card bandwidth, in actual applications, under should guaranteeing that scene precisely, the performance of floating-point texture can be economized and be economized.The floating-point texture that rear scene is 1280*720 resolution sizes is played up in setting, can be also any large floating-point texture, but must guarantee it is 2 integral multiple.
Second: the down-sampled floating-point texture HDRSceneScale to 1/4 size of above-mentioned floating-point texture, and new floating-point texture HDRSceneScale is used to the down-sampled current mean flow rate of scene that obtains of linear successively.
1, the floating-point texture after rasterisation is filled by pixel, the down-sampled texture image that obtains 1/4 size of the floating-point texture of above-mentioned scene, and the corresponding brightness value of each pixel, its corresponding relation is:
Wherein I (i) is the brightness value of every i pixel, and C (i) is the color value of every i pixel, it is a predetermined constant; Then to the brightness value of each pixel, ask logarithm operation to obtain new brightness value L (i) to be:
2, have the above-mentioned brightness value that obtains each pixel in HDRSceneScale texture, then this pixel brightness value around sampled, the result store of sampling in the 2 d texture of the 64*64 size being pre-created;
Specific practice is as follows:
Pixel in down-sampled HDRSceneScale floating-point texture is carried out to endian format sampling brightness around: such as certain some location of pixels is in grid 5, to obtain the brightness value of the pixel in grid 5 so, the brightness value of 8 pixels and self pixel around need to sampling, then all brightness values of its pixel are averaged, be the brightness value of this central point.
Wherein, N=9 is the quantity that needs sampled pixel, and P (i) is i pixel brightness value, centered by the average brightness value of pixel.Then travel through successively the brightness value of each pixel of down-sampled texture, and write the luminance graph of a 64*64 size.
3, based on luminance graph obtained above, down-sampled 1/4 the luminance graph that obtains on this basis, it is 64*64 size texture maps, then lf (linear) sampling that utilizes system to carry, brightness is written to successively to the luminance graph copy of 16*16 texture size, the luminance graph copy of 4*4 texture size, the texture size luminance graph of 1*1, the result of this 1*1 figure is exactly the current mean flow rate of this scene.
The the 3rd: according to the parameter value of the mean flow rate of the scene obtaining and a threshold value and in conjunction with HDRSenceScale, obtain a BrightPass figure.
Average brightness value based in above-mentioned calculating scene and a threshold value of importing into are also schemed in conjunction with HDRSenceScale, obtain a luminance threshold figure (Fig. 3), the definite value that this threshold value can regulate, its effect is to filter out the following dark portion of threshold value color, and this figure demonstrates those pixels of scene due to the excessive effect that occurs halation of light and shade contrast.
The the 4th: luminance threshold figure is carried out to Gaussian Blur and obtain a BrightPassBlur figure, and then it is carried out to down-sampled 1/2 obtain BrightPassBlur_Half figure, again repeat step above, obtain a BrightPassBlur_Quarter figure, obtain successively the brightness fuzzy graph of three different resolutions and its color addition is obtained to the final luminance threshold figure that obtains.
1, first based on luminance threshold figure obtained above, it is made once to two-way Gaussian Blur, laterally once, longitudinally once, obtain a BrightPassBlur figure (shown in Fig. 4);
Gaussian Blur is a kind of image filter, and it with the conversion of each pixel in normal distribution computed image, the normal distribution equation of employing two-dimensional space is:
Wherein the variance of normal distribution, u, v is the coordinate figure of pixel.It is to utilize the weighted value of neighbor to represent the pixel value of this point.Then luminance threshold figure is laterally being carried out to Gauss's matrixing, then, to longitudinally carrying out Gauss's matrixing successively, can obtain converting identical effect with two-dimensional matrix.On algorithm, can improve an order of magnitude.
2, the BrightPassBlur figure after above-mentioned Gaussian Blur is carried out down-sampled 1/2, then carry out same Gaussian Blur operation and obtain a BrightPassBlur_Half figure (shown in Fig. 5).
3, then that above-mentioned fuzzy rear image is again down-sampled 1/2, then carry out same Gaussian Blur operation and obtain a BrightPassBlur_Quarter figure (shown in Fig. 6).
4, incite somebody to action Fig. 4 above, Fig. 5, the color of the image of tri-different fog-levels of Fig. 6 superposes, and we can zoom to Fig. 4 size Fig. 5 of different resolution and Fig. 6, the color of then carrying out respective pixel is added, and obtains a final luminance threshold figure (BrightPass).
The the 5th: the luminance threshold figure that the above results is finally obtained carries out repeatedly landscape blur, obtain horizontal halation and just formed one and dazzle light figure (star map), then superposeing and obtaining a BloomMap figure with luminance threshold figure:
1, by BrightPass obtained above figure, repeatedly horizontal fuzzy through row, obtain horizontal halation, obtain one and dazzle light (Star Map) figure (Fig. 7), such algorithm can be used for simulation and dazzle the effect of light.
The pixel of BrightPass figure any point is got in setting, gets a left side P pixel of this pixel, the right Q pixel (P, Q are integer), and the pixel color value of this point is so:
(4);
The pixel value of every i pixel wherein, M=P+Q+1, wants when more fuzzy, P, it is fuzzyyer that the value of Q increases the image obtaining.After such landscape blur, obtain one and dazzle light figure (Fig. 8).
2, by obtained above, dazzle luminance threshold figure that light figure and step 4 obtain and carry out color addition and obtain final BloomMap figure (Fig. 9).
The the 6th: HDRSence floating-point texture is carried out to Filmic Tone Mapping, and value and BloomMap figure after mapping superpose, after being superposeed, FinalScene schemes and outputs to screen frame to cushion.
Because can show (0 within the scope of indicator screen, 1), in scope, we must control exposure, by the image mapped to of a high dynamic range fixing low scope, these methods all become (Tone Mapping), the scope that display can show of shining upon that be in harmonious proportion.And the quality of these mappings has directly affected the quality of image, and for place bright especially in scene, realize the effect (Figure 10) of halation.
HDRSence floating-point texture is in harmonious proportion to mapping, realizes being in harmonious proportion a variety of of mapping, different functions has different features, and its algorithm of Filmic Tone Mapping that the present invention adopts is as follows:
float EyeAdaption(float lum)
{
return lerp(0.2, lum, 0.5);
}
float3 F(float3 x)
{
//A, B, C, D, E, F is the constant of filmic tone map
const float A = 0.22f;
const float B = 0.30f;
const float C = 0.10f;
const float D = 0.20f;
const float E = 0.01f;
const float F = 0.30f;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
float adapted_lum_dest = 3 / (max(0.1f, 1 + 10 * EyeAdaption(fAdaptedLum)));
Use the advantage of this mediation mapping: color is to dark-coloured transition nature, and brightness part is softer.
Value and the BloomMap of the mediation mapping obtaining are superposeed, obtain final FinalScene and output to screen frame buffering.
Technical scheme of the present invention, realizes the advantage that calculation is played up in HDR illumination: complexity is lower, shines upon effectively, strengthens lighting effect, and scene expresses more true and details is abundanter.
Finally it should be noted that: the foregoing is only the preferred embodiments of the present invention, be not limited to the present invention, although the present invention is had been described in detail with reference to previous embodiment, for a person skilled in the art, its technical scheme that still can record aforementioned each embodiment is modified, or part technical characterictic is wherein equal to replacement.Within the spirit and principles in the present invention all, any modification of doing, be equal to replacement, improvement etc., within all should being included in protection scope of the present invention.

Claims (7)

1. the HDR irradiation rendering method based on image, is characterized in that, mainly comprises:
A, the floating-point texture of 64 of scene rendering to two dimensions;
B, above-mentioned floating-point texture is carried out to down-sampled, fuzzy and overlap-add procedure, obtain a BloomMap figure;
C, HDRSence floating-point texture is carried out to Filmic Tone Mapping, value and BloomMap figure after mapping superpose, and after being superposeed, FinalScene scheme and output to screen frame to cushion.
2. the HDR irradiation rendering method based on image according to claim 1, is characterized in that, described step b, specifically comprises:
B1, the down-sampled floating-point texture HDRSceneScale to 1/4 size of the floating-point texture that step a is obtained, and new floating-point texture HDRSceneScale is used to the down-sampled current mean flow rate of scene that obtains of linear successively;
The mean flow rate of scene that b2, basis obtain and the parameter value of a threshold value also obtain a BrightPass figure in conjunction with HDRSenceScale;
B3, luminance threshold figure is carried out to Gaussian Blur obtain BrightPassBlur figure, and then it is carried out to down-sampled 1/2 obtain BrightPassBlur_Half figure, again repeat step above, obtain a BrightPassBlur_Quarter figure, obtain successively the brightness fuzzy graph of three different resolutions and its color addition is obtained to the final luminance threshold figure that obtains;
B4, the luminance threshold figure that step b3 is finally obtained carry out repeatedly landscape blur, obtain horizontal halation and have just formed one and dazzle light figure star map, are then superposeing and are obtaining a BloomMap figure with luminance threshold figure.
3. the HDR irradiation rendering method based on image according to claim 2, is characterized in that, described step b1, specifically comprises:
(1) the floating-point texture after rasterisation is filled by pixel, the down-sampled texture image that obtains 1/4 size of the floating-point texture of above-mentioned scene, and the corresponding brightness value of each pixel, its corresponding relation is:
Wherein I (i) is the brightness value of every i pixel, and C (i) is the color value of every i pixel, it is a predetermined constant; Then to the brightness value of each pixel, ask logarithm operation to obtain new brightness value L (i) to be:
(2) have the above-mentioned brightness value that obtains each pixel in HDRSceneScale texture, then this pixel brightness value around sampled, the result store of sampling in the 2 d texture of the 64*64 size being pre-created:
Wherein, N=9 is the quantity that needs sampled pixel, and P (i) is i pixel brightness value, centered by the average brightness value of pixel; Then travel through successively the brightness value of each pixel of down-sampled texture, and write the luminance graph of a 64*64 size;
(3) based on luminance graph obtained above, down-sampled 1/4 the luminance graph that obtains on this basis, it is 64*64 size texture maps, then the lf linear sampling that utilizes system to carry, brightness is written to successively to the luminance graph copy of 16*16 texture size, the luminance graph copy of 4*4 texture size, the texture size luminance graph of 1*1, the result of this 1*1 figure is exactly the current mean flow rate of this scene.
4. the HDR irradiation rendering method based on image according to claim 3, is characterized in that, described step b2, specifically comprises:
Average brightness value based in above-mentioned calculating scene and a threshold value of importing into are also schemed in conjunction with HDRSenceScale, obtain a luminance threshold figure, the definite value that this threshold value can regulate, its effect is to filter out the following dark portion of threshold value color, and this figure demonstrates those pixels of scene due to the excessive effect that occurs halation of light and shade contrast.
5. the HDR irradiation rendering method based on image according to claim 4, is characterized in that, described step b3, specifically comprises:
(1) first based on luminance threshold figure obtained above, it is made once to two-way Gaussian Blur, laterally once, longitudinally once, obtain a BrightPassBlur figure;
Gaussian Blur is a kind of image filter, and it with the conversion of each pixel in normal distribution computed image, the normal distribution equation of employing two-dimensional space is:
Wherein the variance of normal distribution, u, v is the coordinate figure of pixel;
It is to utilize the weighted value of neighbor to represent the pixel value of this point; Then luminance threshold figure is laterally being carried out to Gauss's matrixing, then, to longitudinally carrying out Gauss's matrixing successively, obtaining converting identical effect with two-dimensional matrix;
(2) the BrightPassBlur figure after above-mentioned Gaussian Blur is carried out down-sampledly 1/2, then carry out same Gaussian Blur operation and obtain a BrightPassBlur_Half figure;
(3) then that above-mentioned fuzzy rear image is again down-sampled 1/2, then carry out same Gaussian Blur operation and obtain a BrightPassBlur_Quarter figure;
(4) the color of the image of BrightPassBlur figure obtained above, BrightPassBlur_Half figure and tri-different fog-levels of BrightPassBlur_Quarter figure is superposeed, the BrightPassBlur_Half of different resolution figure and BrightPassBlur_Quarter figure are zoomed to BrightPassBlur figure size, the color of then carrying out respective pixel is added, and obtains a final luminance threshold figure BrightPass.
6. the HDR irradiation rendering method based on image according to claim 5, is characterized in that, described step b4, specifically comprises:
(1) by BrightPass obtained above figure, repeatedly horizontal fuzzy through row, obtain horizontal halation, obtain one and dazzle light Star Map figure, such algorithm can be used for simulation and dazzle the effect of light;
The pixel of BrightPass figure any point is got in setting, gets a left side P pixel of this pixel, the right Q pixel, and P, Q are integer, the pixel color value of this point is so:
(4);
The pixel value of every i pixel wherein, M=P+Q+1, wants when more fuzzy, P, it is fuzzyyer that the value of Q increases the image obtaining, and obtains one and dazzle light figure after such landscape blur;
(2) by obtained above, dazzle luminance threshold figure that light figure and step 4 obtain and carry out color addition and obtain final BloomMap figure.
7. according to the HDR irradiation rendering method based on image described in any one in claim 1-6, it is characterized in that, described step a, specifically comprises:
When drawing scene texture, in texture space, in UV plane, pre-define the three-dimensional scene surface that texture image is mapped to scenery space.
CN201410382964.7A 2014-08-06 2014-08-06 Image-based HDR (high-dynamic range) illumination rendering method Pending CN104157005A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201410382964.7A CN104157005A (en) 2014-08-06 2014-08-06 Image-based HDR (high-dynamic range) illumination rendering method

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201410382964.7A CN104157005A (en) 2014-08-06 2014-08-06 Image-based HDR (high-dynamic range) illumination rendering method

Publications (1)

Publication Number Publication Date
CN104157005A true CN104157005A (en) 2014-11-19

Family

ID=51882493

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201410382964.7A Pending CN104157005A (en) 2014-08-06 2014-08-06 Image-based HDR (high-dynamic range) illumination rendering method

Country Status (1)

Country Link
CN (1) CN104157005A (en)

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105139368A (en) * 2015-08-12 2015-12-09 旗瀚科技股份有限公司 Hybrid tone mapping method for machine vision
CN106504220A (en) * 2016-08-19 2017-03-15 华为机器有限公司 A kind of image processing method and device
CN107424206A (en) * 2017-04-14 2017-12-01 苏州蜗牛数字科技股份有限公司 A kind of interactive approach that the performance of virtual scene shadow is influenceed using actual environment
CN110930325A (en) * 2019-11-15 2020-03-27 腾讯科技(深圳)有限公司 Image processing method and device based on artificial intelligence and storage medium
CN111476861A (en) * 2020-05-18 2020-07-31 周恩泽 Image rendering method and device, electronic equipment and storage medium
CN111598985A (en) * 2020-04-15 2020-08-28 厦门极致互动网络技术股份有限公司 Bloom effect improvement method and device based on Unity
CN112184877A (en) * 2020-09-30 2021-01-05 杭州电魂网络科技股份有限公司 Method and system for glow effect rendering optimization
CN112426711A (en) * 2020-10-23 2021-03-02 杭州电魂网络科技股份有限公司 Bloom effect processing method, system, electronic device and storage medium

Non-Patent Citations (3)

* Cited by examiner, † Cited by third party
Title
潘兆焕: "基于延迟着色技术的实时渲染引擎的研究", 《中国优秀硕士学位论文全文数据库 信息科技辑》 *
王京: "一种面向高动态范围材质的实时渲染算法", 《计算机工程》 *
秦家水: "基于HDR的实时光照技术研究", 《中国优秀硕士学位论文全文数据库 信息科技辑》 *

Cited By (17)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105139368A (en) * 2015-08-12 2015-12-09 旗瀚科技股份有限公司 Hybrid tone mapping method for machine vision
CN106504220A (en) * 2016-08-19 2017-03-15 华为机器有限公司 A kind of image processing method and device
US11729514B2 (en) 2016-08-19 2023-08-15 Huawei Technologies Co., Ltd. Image processing method and apparatus
WO2018032783A1 (en) * 2016-08-19 2018-02-22 华为技术有限公司 Image processing method and apparatus
CN106504220B (en) * 2016-08-19 2019-07-23 华为机器有限公司 A kind of image processing method and device
US11039064B2 (en) 2016-08-19 2021-06-15 Huawei Technologies Co., Ltd. Image processing method and apparatus
CN107424206B (en) * 2017-04-14 2020-09-22 苏州蜗牛数字科技股份有限公司 Interaction method for influencing shadow expression of virtual scene by using real environment
CN107424206A (en) * 2017-04-14 2017-12-01 苏州蜗牛数字科技股份有限公司 A kind of interactive approach that the performance of virtual scene shadow is influenceed using actual environment
CN110930325A (en) * 2019-11-15 2020-03-27 腾讯科技(深圳)有限公司 Image processing method and device based on artificial intelligence and storage medium
CN110930325B (en) * 2019-11-15 2021-12-10 腾讯科技(深圳)有限公司 Image processing method and device based on artificial intelligence and storage medium
CN111598985A (en) * 2020-04-15 2020-08-28 厦门极致互动网络技术股份有限公司 Bloom effect improvement method and device based on Unity
CN111598985B (en) * 2020-04-15 2023-05-12 厦门极致互动网络技术股份有限公司 Bloom effect improvement method and device based on Unity
CN111476861A (en) * 2020-05-18 2020-07-31 周恩泽 Image rendering method and device, electronic equipment and storage medium
CN112184877A (en) * 2020-09-30 2021-01-05 杭州电魂网络科技股份有限公司 Method and system for glow effect rendering optimization
CN112184877B (en) * 2020-09-30 2024-02-23 杭州电魂网络科技股份有限公司 Method and system for rendering optimization of glow effect
CN112426711A (en) * 2020-10-23 2021-03-02 杭州电魂网络科技股份有限公司 Bloom effect processing method, system, electronic device and storage medium
CN112426711B (en) * 2020-10-23 2024-03-26 杭州电魂网络科技股份有限公司 Method, system, electronic device and storage medium for processing Bloom effect

Similar Documents

Publication Publication Date Title
CN104157005A (en) Image-based HDR (high-dynamic range) illumination rendering method
CN111508052B (en) Rendering method and device of three-dimensional grid body
CN102254340B (en) Method and system for drawing ambient occlusion images based on GPU (graphic processing unit) acceleration
AU2016427777B2 (en) A rendering process and system
CN104268843B (en) Image self-adapting enhancement method based on histogram modification
CN102768765B (en) Real-time soft shadow rendering method for point light sources
CN108022223B (en) Tone mapping method based on logarithm mapping function blocking processing fusion
CN103778900B (en) A kind of image processing method and system
AU2019226134B2 (en) Environment map hole-filling
CN108805971B (en) Ambient light shielding method
US11276150B2 (en) Environment map generation and hole filling
CN104103089A (en) Real-time soft shadow realization method based on image screen space
KR102442488B1 (en) Graphics processing systems and graphics processors
CN104091363A (en) Real-time size cloud computing method based on screen space
CN107622520A (en) The method for accelerating to render
CN104392479A (en) Method of carrying out illumination coloring on pixel by using light index number
CN111476877A (en) Shadow rendering method and device, electronic equipment and storage medium
CN112233214B (en) Snow scene rendering method, device and equipment for large scene and storage medium
CN104157000B (en) The computational methods of model surface normal
CN103295205B (en) A kind of low-light-level image quick enhancement method based on Retinex and device
CN107862672A (en) The method and device of image defogging
EP1264280A2 (en) Graphics system configured to implement fogging based on radial distances
CN106447761B (en) A kind of Shading Rendering method
Ma et al. Neural compositing for real-time augmented reality rendering in low-frequency lighting environments
CN109859303B (en) Image rendering method and device, terminal equipment and readable storage medium

Legal Events

Date Code Title Description
C06 Publication
PB01 Publication
C10 Entry into substantive examination
SE01 Entry into force of request for substantive examination
RJ01 Rejection of invention patent application after publication

Application publication date: 20141119

RJ01 Rejection of invention patent application after publication