The paper presents a model of light passing through translucent materials. The model allows you to effectively model effects that models of the bi-beam reflectivity function cannot provide, such as color propagation within materials and light diffusion across shadow boundaries. The method is effective for anisotropic, highly scattering material that is difficult to simulate using existing approaches. The proposed model combines an exact solution for single light scattering with a point source of approximate diffusion for multiple scattering. An image-based method for determining the optical properties of light-transparent materials is described. The method of data sampling using the ray-tracing method is considered. A method for displaying mirror and glossy surfaces is proposed. The use of aspect measurements for displaying metallic and mother-of-pearl colors of surfaces is considered. The implementation of an intuitive choice of model reflection parameters and a method of appearance refinement independent of the reflection model is proposed. An important aspect of the method is the ability to quickly display homogeneous and pseudo-homogeneous objects, for which it is not necessary to completely scan the volume, reaching the last level of recursion, but it is necessary to ‘skip’ homogeneous areas along the Z coordinate, and immediately calculate the color and overall transparency.
A function-based approach of object rendering based on perturbation functions and 3D textures with the use of graphics processing units is proposed. To generate the terrain and the control in levels of detail, the similar technique as that for color textures is used. A method of real-time rendering of 3D clouds is described. For this aim, it is proposed to form 3D textures by means of pre-processing of the inner cloud pattern and volume-oriented rendering.
KEYWORDS: Visualization, 3D modeling, Skin, Image acquisition, Performance modeling, 3D image processing, Data modeling, Light sources and illumination, Light sources, Process modeling
New modifications of the Cook-Torrance and Ward models are proposed, which differ from the known uses when calculating only one function and smaller degrees of polynomials, which makes it possible to improve the performance of three-dimensional image formation taking into account the offset properties of surfaces.
A lighting model that takes into account the effects of scattering light is presented. The model for rendering fog is considered. A method of reducing the cost of the algorithm was proposed. As well were restricted the geometry and applied certain approximations that allowed the computation to be performed in a real time on a GPU. The vertex shaders compute the light reaching the eye from a source or a reflective object and fog component.
KEYWORDS: 3D modeling, Visualization, Systems modeling, Computing systems, Mathematical modeling, Solid modeling, Visual process modeling, Computer aided design, 3D applications, Binary data
The method of increasing the realism of forming graphic scenes due to adaptive editing is proposed. The user is given the opportunity to change the image of a three-dimensional object using the functions of perturbation. At the same time, a higher degree of smoothness of the form is achieved compared to the use of splines. The use of excitation functions makes it possible to achieve an acceptable level of detail, which allows you to manage the realism of the formation of graphic scenes.
Transformations of geometric objects are described for offsetting. Free forms based on the perturbation functions have an advantage of spline representation of surfaces, that is, a high degree of smoothness, and an advantage of arbitrary form for a small number of perturbation functions.
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