基于物理的蒙特卡罗体渲染综述
Survey of physically-based Monte Carlo volume rendering
张文潇 1秦红星2
作者信息
- 1. 重庆邮电大学计算机科学与技术学院,重庆 400065
- 2. 重庆大学计算机学院,重庆 400044
- 折叠
摘要
在计算机图形学中,渲染一直是核心方向,对于真实感渲染,其最终目标就是正确地计算场景中的全局光照.针对渲染对象的不同,所采取的渲染方法也有所不同,大体上可以分为表面渲染和体渲染.通过对物理的蒙特卡罗体渲染方法的整理,描述了在经典参与介质中如何采用蒙特卡罗方法进行渲染,介绍了近年来兴起的针对非经典参与介质的研究,对近年来渲染的高级方法做了总结,阐述了目前渲染方法所存在的问题以及未来可能的研究方向.
Abstract
In computer graphics,rendering has always been a core direction.For realistic rendering,the ultimate goal is to correctly calculate the global illumination in the scene.Different rendering methods are adopted depending on the objects be-ing rendered,but they can generally be divided into surface rendering and volume rendering.This paper provides an overview of physically-based Monte Carlo volume rendering methods.First,it describes how Monte Carlo methods are used to render classical participating media,and then introduces research on non-classical participating media that has emerged in recent years.It also summarizes advanced rendering methods in recent years,and finally discusses the current issues in rendering methods and potential future research directions.
关键词
全局光照/体渲染/蒙特卡罗/参与介质/计算机图形学Key words
global illumination/volume rendering/Monte Carlo/participating media/computer graphics引用本文复制引用
基金项目
科技创新 2030-新一代人工智能重大项目(2022ZD0160804)
国家自然科学基金项目(62272071)
出版年
2024