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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊網路與多媒體研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/40385
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dc.contributor.advisor莊永裕(Yung-Yu Chuang)
dc.contributor.authorWei-Ren Linen
dc.contributor.author林威任zh_TW
dc.date.accessioned2021-06-14T16:46:16Z-
dc.date.available2008-08-04
dc.date.copyright2008-08-04
dc.date.issued2008
dc.date.submitted2008-07-30
dc.identifier.citation[1] Chih-Wen Chang, Wen-Chieh Lin, Tan-Chi Ho, Tsung-Shian Huang, and Jung-Hong
Chuang. Real-time translucent rendering using gpu-based texture space importance sampling.
Computer Graphics Forum, 27:517–526, 2008.
[2] Carsten Dachsbacher and Marc Stamminger. Translucent shadow maps. In EGRW ’03:
Proceedings of the 14th Eurographics workshop on Rendering, pages 197–201, Aire-la-Ville,
Switzerland, Switzerland, 2003. Eurographics Association.
[3] Eugene d’Eon, David Luebke, and Eric Enderton. A system for efficient rendering of human
skin. In SIGGRAPH ’07: ACM SIGGRAPH 2007 sketches, page 24, New York, NY, USA,
2007. ACM.
[4] Craig Donner and Henrik Wann Jensen. Light diffusion in multi-layered translucent materials.
ACM Trans. Graph., 24(3):1032–1039, 2005.
[5] Craig Donner and HenrikWann Jensen. A spectral bssrdf for shading human skin. Rendering
Techniques (Proceedings of the Eurographics Symposium on Rendering), pages 409–417,
2006.
[6] Craig Donner and Henrik Wann Jensen. Rendering translucent materials using photon diffusion.
Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering),
pages 234–251, 2007.
[7] Ralf Habel, Alexander Kusternig, and Michael Wimmer. Physically based real-time translucency
for leaves. Rendering Techniques (Proceedings of the Eurographics Symposium on
Rendering), pages 253–263, 2007.
[8] Pat Hanrahan and Wolfgang Krueger. Reflection from layered surfaces due to subsurface
scattering. In SIGGRAPH ’93: Proceedings of the 20th annual conference on Computer
graphics and interactive techniques, pages 165–174, New York, NY, USA, 1993. ACM.
[9] Xuejun Hao and Amitabh Varshney. Real-time rendering of translucent meshes. ACM Trans.
Graph., 23(2):120–142, 2004.
[10] Henrik Wann Jensen and Juan Buhler. A rapid hierarchical rendering technique for translucent
materials. ACM Trans. Graph., 21(3):576–581, 2002.
[11] Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, and Pat Hanrahan. A practical
model for subsurface light transport. In SIGGRAPH ’01: Proceedings of the 28th annual
conference on Computer graphics and interactive techniques, pages 511–518, New York,
NY, USA, 2001. ACM.
[12] Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Peter Seidelz, and Frank Van Reeth. Interactive
rendering of translucent deformable objects. In EGRW ’03: Proceedings of the 14th
Eurographics workshop on Rendering, pages 130–140, Aire-la-Ville, Switzerland, Switzerland,
2003. Eurographics Association.
[13] Ren Ng, Ravi Ramamoorthi, and Pat Hanrahan. All-frequency shadows using non-linear
wavelet lighting approximation. ACM Trans. Graph., 22(3):376–381, 2003.
[14] Peter-Pike Sloan, Jesse Hall, John Hart, and John Snyder. Clustered principal components
for precomputed radiance transfer. ACM Trans. Graph., 22(3):382–391, 2003.
[15] Peter-Pike Sloan, Jan Kautz, and John Snyder. Precomputed radiance transfer for real-time
rendering in dynamic, low-frequency lighting environments. In SIGGRAPH ’02: Proceedings
of the 29th annual conference on Computer graphics and interactive techniques, pages
527–536, New York, NY, USA, 2002. ACM.
[16] Peter-Pike Sloan, Ben Luna, and John Snyder. Local, deformable precomputed radiance
transfer. In SIGGRAPH ’05: ACM SIGGRAPH 2005 Papers, pages 1216–1224, New York,
NY, USA, 2005. ACM.
[17] Jos Stam. Multiple Scattering as a Diffusion Process. In P. M. Hanrahan and W. Purgathofer,
editors, Rendering Techniques ’95 (Proceedings of the Sixth Eurographics Workshop on
Rendering), pages 41–50, New York, NY, 1995. Springer-Verlag.
[18] Xin Tong, JiapingWang, Stephen Lin, Baining Guo, and Heung-Yeung Shum. Modeling and
rendering of quasi-homogeneous materials. ACM Trans. Graph., 24(3):1054–1061, 2005.
[19] Yu-Ting Tsai and Zen-Chung Shih. All-frequency precomputed radiance transfer using
spherical radial basis functions and clustered tensor approximation. ACM Trans. Graph.,
25(3):967–976, 2006.
[20] JiapingWang, Shuang Zhao, Xin Tong, Stephen Lin, Zhouchen Lin, Yue Dong, Baining Guo,
and Heung-Yeung Shum. Modeling and rendering of heterogeneous translucent materials
using the diffusion equation. ACM Trans. Graph., 27(1):1–18, 2008.
[21] Rui Wang, John Tran, and David Luebke. All-frequency interactive relighting of translucent
objects with single and multiple scattering. ACM Trans. Graph., 24(3):1202–1207, 2005.
[22] Kun Xu, Yue Gao, Yong Li, Tao Ju, and Shi-Min Hu. Real-time homogenous translucent
material editing. Computer Graphics Forum, 26(3):545–552, 2007.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/40385-
dc.description.abstract我們在這篇論文中要提出一套系統,他可以讓我們在固定的光源環境下,對多層次半透明物體作材質編輯。這套系統允許使用者
去改變一些參數,像是散射係數與吸收係數,然後可以即時地看到改變後的樣子,並且包含多次散射與單次散射。我們使用PRT技術來事先計算
出每個頂點上的轉移函數,然後再藉著係數與轉移函數的內積,來計算每個頂點的顏色。我們利用GPU的性能來加速,以達到即時的繪製效果。
zh_TW
dc.description.abstractThis paper present a system to do real-time multi-layer translucent material editing under static lighting with multiple scattering and single scattering.
This system allow user to change parameters of BSSRDF function like $sigma_s, sigma_a$, and have real-time rendering feedback.
We use PRT(precomputed radiance transfer) technique to precompute the transport function of each vertex and compute color of each vertex by dot product
of coefficients and transport functions. We use GPU to achieve real-time rendering performance.
en
dc.description.provenanceMade available in DSpace on 2021-06-14T16:46:16Z (GMT). No. of bitstreams: 1
ntu-97-R95944023-1.pdf: 2544987 bytes, checksum: 9ae0dacae27c1a44625b831f7f68ca98 (MD5)
Previous issue date: 2008
en
dc.description.tableofcontents中文摘要i
Abstract ii
1 Introduction 1
2 Related Work 3
3 Overview 5
3.1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.2 multi-layer translucent material . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
4 Algorithms 10
4.1 profile combination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
4.2 precomputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
5 Implementation 16
5.1 Precomputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
5.2 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
6 Result 18
6.1 comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
6.2 conclusion and future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Bibliography 22
dc.language.isoen
dc.subject即時繪圖zh_TW
dc.subject半透明材質zh_TW
dc.subject表層內散射zh_TW
dc.subject材質編輯zh_TW
dc.subject事先計算光能轉換zh_TW
dc.subjecttranslucent materialsen
dc.subjectPRTen
dc.subjectmaterial editingen
dc.subjectsubsurface scatteringen
dc.subjectreal-time renderingen
dc.title多層次半透明材質之即時編輯zh_TW
dc.titleReal-time multi-layer translucent material editingen
dc.typeThesis
dc.date.schoolyear96-2
dc.description.degree碩士
dc.contributor.oralexamcommittee歐陽明(Ouhyoung Ming),張鈞法(Chun-Fa Chang),楊傳凱(Chuan-kai Yang)
dc.subject.keyword半透明材質,表層內散射,材質編輯,事先計算光能轉換,即時繪圖,zh_TW
dc.subject.keywordtranslucent materials,subsurface scattering,material editing,PRT,real-time rendering,en
dc.relation.page23
dc.rights.note有償授權
dc.date.accepted2008-07-31
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊網路與多媒體研究所zh_TW
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