CN109461197A - A kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection - Google Patents
A kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection Download PDFInfo
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- CN109461197A CN109461197A CN201710727498.5A CN201710727498A CN109461197A CN 109461197 A CN109461197 A CN 109461197A CN 201710727498 A CN201710727498 A CN 201710727498A CN 109461197 A CN109461197 A CN 109461197A
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Abstract
The cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection that the invention discloses a kind of, cloud layer shape is calculated by three-dimensional noise texture and generates three-dimensional cloud layer texture, entire sky hemisphere spherical surface UV is parameterized, the space spherical surface UV is divided into the fritter of 4x4 pixel, the cloud on one of pixel corresponding direction is only drawn to each fritter in each frame, retain entire spherical surface UV figure after every 16 frame, by be newly generated two complete sphere UV figures according to row interpolation of going forward side by side on current camera perspective re-projection to vision area, to obtain final drawing result.The present invention solves the problems, such as that existing algorithm noise occurs when visual angle or cloud layer quickly change.
Description
Technical field
The present invention relates to cloud Realistic rendering arithmetic fields, and in particular to draws when a kind of mysorethorn based on spherical surface UV and re-projection
Optimization algorithm processed.
Background technique
The drafting of cloud is an important topic in real-time rendering natural environment, and a typical cloud rendering algorithm is by appearance
With coloring two steps composition, wherein one step of appearance generates the basic configuration of cloud using the three-dimensional noise texture under multiple and different frequencies.
This step is coloured then by carrying out ray trace in the good cloud layer of appearance, calculates the color of cloud.
Due to the complexity of light environment in the scrambling and atmosphere of cloud layer shape, various real-time cloud rendering algorithms are general
It is difficult in a frame complete entire drawing process (i.e. in the magnitude of a few tens of milliseconds).A kind of common optimization algorithm is will to draw point
It spreads out between each frame, each frame only draws the cloud of a part, carries out re-projection and interpolation between frames.However, using this
Optimization algorithm has an essential problem: since the drafting of cloud is calculated in viewport space, when camera rotation, by
It changes in visual angle, the calculated result of previous frame has and can not cannot partly or entirely be multiplexed in re-projection to current viewport.
At this point, the only corresponding region of the present frame drafting that will be updated cloud, so the problem of will appear noise, especially at viewport edge
Place.Simultaneously as the drawing result in the corresponding region of each frame all can be by re-projection to next frame, therefore when the variation of cloud layer speed
Spend it is too fast when, also due to the mismatch of interframe cloud layer shape and generate noise.
Summary of the invention
The present invention provides a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection, solves existing algorithm and is regarding
There is the problem of noise when quickly changing in angle or cloud layer.
To achieve the above object, the invention provides the following technical scheme: when a kind of mysorethorn based on spherical surface UV and re-projection
Optimization algorithm is drawn, is included the following steps:
Step 1: calculating cloud layer shape by three-dimensional noise texture and generates three-dimensional cloud layer texture, raw using three-dimensional noise texture
At cloud atlas picture, the cloud atlas picture is generated by the perlin noise combination ray marching under different frequency, and described three
Tieing up during Noise texture generates cloud atlas picture includes noise processing step, image basedrendering is then used, by cloud
Image is mapped on the sky of virtual scene.
Step 2: entire sky hemisphere spherical surface UV is parameterized, and direction is the unit vector of (X, Y, Z) on hemisphere face
Position corresponding to (u=0.5x+0.5, v=0.5y+0.5) in texture space.
The space this spherical surface UV: being divided into the fritter of 4x4 pixel by step 3, in each picture frame only to each fritter
The cloud on one of pixel corresponding direction is drawn, we protect after the cloud after every 16 frame on entire spherical surface UV figure is all completed
Whole spherical surface UV figure is stayed, each picture frame is acquired by camera, and the camera includes deep video acquisition camera and colored view
Frequency acquisition camera.
Step 4: in the rendering of each picture frame, by be newly generated two complete sphere UV figures according to current phase
It goes forward side by side on the re-projection to vision area of machine visual angle row interpolation, to obtain final drawing result.
The interpolation is arest neighbors linear interpolation method, and two be newly generated the complete sphere UV figure is respectively F-1(u, v), F0
(u, v), the interpolating function F (u, v) of present frame is after t frame。
In a preferred embodiment, the three-dimensional cloud layer texture includes 2 3d textures, 1 2d texture, 2 3d
Texture puts the combination of perlin noise and worley noise, for calculating the shape and surface details of cloud;1 2d texture
The curl noise for putting different frequency, for distorting the shape of cloud.
Preferably, the cloud scene rendering and drafting work are realized based on GPU.
The beneficial effects of the present invention are:
1. the present invention calculates the entire aerial cloud in day rather than only in vision area model as traditional algorithm using spherical surface UV parametrization
Interior calculating is enclosed, the correlation of cloud drafting and Current camera visual angle has thus been removed, thereby may be ensured that in camera rotation all
The calculated result for the previous frame that can be multiplexed reaches stable drafting efficiency and quality.
2. different from traditional algorithm, the present invention is not to project to the result of each frame in next frame, but only right
The complete sphere UV figure that every 16 frame generates carries out re-projection calculating, and this guarantees the integralities of data for projection, avoid cloud layer
Noise problem when changing too fast.
3. draw effect using the cloud that optimization algorithm of the invention generates, can stablize in the case where camera changes with
The cloud of 100 frames/second frame per second drafting high quality.
Detailed description of the invention
Attached drawing is used to provide further understanding of the present invention, and constitutes part of specification, the implementation with invention
Example is used to explain the present invention together, is not construed as limiting the invention.
In the accompanying drawings:
Fig. 1 is algorithm flow chart of the invention;
Fig. 2 is Spherical Parameterization schematic diagram of the present invention;
Fig. 3 is interpolation algorithm schematic diagram of the present invention.
Specific embodiment
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein
Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
Refering to fig. 1, a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection, includes the following steps:
Step 1: calculating cloud layer shape by three-dimensional noise texture and generates three-dimensional cloud layer texture, raw using three-dimensional noise texture
At cloud atlas picture, the cloud atlas picture is generated by the perlin noise combination ray marching under different frequency, and described three
Tieing up during Noise texture generates cloud atlas picture includes noise processing step, image basedrendering is then used, by cloud
Image is mapped on the sky of virtual scene.
Step 2: referring to Fig.2, entire sky hemisphere spherical surface UV is parameterized, direction is (X, Y, Z) on hemisphere face
Unit vector corresponds to the position of (u=0.5x+0.5, v=0.5y+0.5) in texture space.
The space this spherical surface UV: being divided into the fritter of 4x4 pixel by step 3, in each picture frame only to each fritter
The cloud on one of pixel corresponding direction is drawn, we protect after the cloud after every 16 frame on entire spherical surface UV figure is all completed
Whole spherical surface UV figure is stayed, each picture frame is acquired by camera, and the camera includes deep video acquisition camera and colored view
Frequency acquisition camera.
Step 4: in the rendering of each picture frame, by be newly generated two complete sphere UV figures according to current phase
It goes forward side by side on the re-projection to vision area of machine visual angle row interpolation, to obtain final drawing result.Because only complete after image digitazation
Whole spherical surface UV figure pixel coordinate position has a size of numerical value, and the no numerical value of point between complete sphere UV figure pixel coordinate, and
The size of pixel can't ignore the influence that actual measurement generates, so to click through between two complete sphere UV figure coordinates
Row interpolation finds out numerical value, guarantees that every bit has numerical value.
Refering to Fig. 3, the interpolation is arest neighbors linear interpolation method, and two be newly generated the complete sphere UV figure is respectively F-1
(u, v), F0(u, v), the interpolating function F (u, v) of present frame is after t frame。
In a preferred embodiment, the three-dimensional cloud layer texture includes 2 3d textures, 1 2d texture.
What is put inside 1st 3d texture is the combination of perlin noise and worley noise, and worley noise is for doing
Caustic effect, after worley noise and perlin noise combine: resolution ratio is 128x128, the perlin of 4 channels storage and
The noise of worley different frequency, it is used to define the general shape of cloud.
2nd 3d texture, resolution ratio are 32x32, and 3 channels put the worley noise of different frequency.
1 2d texture, resolution ratio are 128x128, put the curl noise of different frequency, for distorting the shape of cloud, and
In addition the feeling of some disturbances.
Preferably, the cloud scene rendering and drafting work are realized based on GPU.
Finally, it should be noted that being not intended to restrict the invention the foregoing is merely preferred embodiment of the invention, to the greatest extent
Present invention has been described in detail with reference to the aforementioned embodiments for pipe, for those skilled in the art, still can be with
It modifies the technical solutions described in the foregoing embodiments or equivalent replacement of some of the technical features.It is all
Within the spirit and principles in the present invention, any modification, equivalent replacement, improvement and so on should be included in guarantor of the invention
Within the scope of shield.
Claims (8)
1. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection, which comprises the steps of:
Step 1: calculating cloud layer shape by three-dimensional noise texture and generates three-dimensional cloud layer texture, raw using three-dimensional noise texture
At cloud atlas picture, image basedrendering is then used, cloud atlas picture is mapped on the sky of virtual scene,
Step 2: entire sky hemisphere spherical surface UV is parameterized,
Step 3: the space this spherical surface UV is divided into the fritter of 4x4 pixel, each fritter is only drawn in each picture frame
Cloud on one of pixel corresponding direction, we retain whole after the cloud after every 16 frame on entire spherical surface UV figure is all completed
Spherical surface UV figure is opened,
Step 4: in the rendering of each picture frame, be newly generated two complete sphere UV figures are regarded according to current camera
It goes forward side by side on the re-projection to vision area of angle row interpolation, to obtain final drawing result.
2. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection according to claim 1, feature exist
In direction is that the unit vector of (X, Y, Z) corresponds in texture space (u=0.5x+0.5, v=0.5y+0.5) on hemisphere face
Position.
3. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection according to claim 1, feature exist
In the interpolation is arest neighbors linear interpolation method, and two be newly generated the complete sphere UV figure is respectively F-1(u, v), F0(u,
V), the interpolating function F (u, v) of present frame is after t frame。
4. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection according to claim 1, feature exist
In the cloud atlas picture is generated by the perlin noise combination ray marching under different frequency.
5. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection according to claim 1, feature exist
In the three-dimensional cloud layer texture includes 2 3d textures, 1 2d texture, and 2 3d textures put perlin noise and worley
The combination of noise, for calculating the shape and surface details of cloud;1 2d texture puts the curl noise of different frequency, uses
In the shape of distortion cloud.
6. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection according to claim 1, feature exist
In it includes in the process noise processing step that the three-dimensional noise texture, which generates cloud atlas picture,.
7. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection according to claim 1, feature exist
In each picture frame is acquired by camera, and the camera includes deep video acquisition camera and color video acquisition camera.
8. a kind of cloud real-time rendering optimization algorithm based on spherical surface UV and re-projection according to claim 1, feature exist
In the cloud scene rendering and drafting work are based on GPU and are realized.
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