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研究生: 陳佑欣
Chen, Yu-Hsin
論文名稱: 虛擬實境中基於物理之擬真材質的繪製
Physically Based Material Renderer for Virtual Reality
指導教授: 張鈞法
Chang, Chun-Fa
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 33
中文關鍵詞: 基於物理繪圖即時繪圖虛擬實境
英文關鍵詞: physically based rendering, real-time rendering, virtual reality
DOI URL: https://doi.org/10.6345/NTNU202202132
論文種類: 學術論文
相關次數: 點閱:116下載:10
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  • 基於物理繪圖(Physically Based Rendering)是近年來十分熱門繪圖概念,有別於傳統的上色模型,從物質本身和周遭環境以真實物理的方式去計算光線,如此不但能夠畫出更真實的影像,也方便美術人員可以使用真實物理材質的參數來創作物件。由於參數的算法都是從真實物理的角度出發,擺設場景的時候不太需要去微調數據,只管放置物件,得到的影像也會十分真實。
    在即時繪圖領域,需要使用許多的技巧才能簡化這些計算過程,如何去簡化繪圖方程式(Render Equation)才可以快速又不失真,有許多問題需要考量。於此我們將呈現一種即時繪圖的方式,使用和遊戲引擎相同的貼圖和環境光源來繪製場景,並且接入虛擬實境裝置中,實現即時而又逼真的場景繪製。

    Physically Based Rendering became the most popular rendering techniques recently. Comparing with the traditional shading theory, it is more or less based on the same underlying theory which more closely matches to the physical world. Not only render the more photo-realistic image, but also help the artist design based on material’s physical attributes. Because the method is based on physics, it’s not necessary to tweak some specific parameter for building a scene, we can still get the correct results.
    There are lots of hacking methods for real-time rendering. The key point is how to simplify the render equation and still get the acceptable lighting and shading. In this thesis, we introduce an method that using the same type of texture as game engine, we also implement using the environment texture as image-based lighting. And then render the results in virtual reality device.

    目錄 V 附圖目錄 VI 附表目錄 VII 圖片引用來源 VIII 模型引用來源 VIII 授權引用聲明 VIII 第一章 簡介 1 第一節 研究背景 1 第二節 研究目的 2 第三節 論文架構 2 第二章 文獻探討 3 第一節 OPENGL傳統光柵化繪圖 RASTERIZATION 3 第二節 測量光的傳輸 MEASUREMENT OF LIGHT TRANSPORT 4 第三節 基於物理繪圖 PHYSICALLY-BASED RENDERING 6 第四節 基於影像光源 IMAGE-BASED LIGHTING 13 第五節 OPENVR API 17 第三章 實作基於物理材質 19 第一節 五種貼圖 5 TYPES OF TEXTURES 19 第二節 能量守恆 ENERGY CONSERVATION 21 第三節 基於物理雙向反射分佈函數 PHYSICALLY BASED BRDF 21 第四章 實驗結果 26 第一節 實驗環境 26 第二節 測試場景 26 第三節 比較 30 第五章 結論與未來展望 32 參考文獻 33 相關研究論文 33

    [1] B. Duvenhage, K. Bouatouch, and D. G. Kourie, "Numerical verification of bidirectional reflectance distribution functions for physical plausibility," presented at the Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, East London, South Africa, 2013.
    [2] Brian, Karis, “Real Shading in Unreal Engine 4”, part of “Physically Based Shading in Theory and Practice”, SIGGRAPH 2013 Course Notes.
    [3] Burley, Brent, “Physically-Based Shading at Disney”, part of “Practical Physically Based Shading in Film and Game Production”, SIGGRAPH 2012 Course Notes.
    [4] Cook, Robert L., and Kenneth E. Torrance, “A Reflectance Model for Computer Graphics”, Computer Graphics (SIGGRAPH ’81 Proceedings), pp. 307–316, July 1981.
    [5] Cook, Robert L., and Kenneth E. Torrance, “A Reflectance Model for Computer Graphics”, ACM Transactions on Graphics, vol. 1, no. 1, pp. 7–24, January 1982.
    [6] Hoffman, Naty, “Background: Physics and Math of Shading”, part of “Physically Based Shading in Theory and Practice”, SIGGRAPH 2013 Course Notes.
    [7] J. T. Kajiya, "The rendering equation," SIGGRAPH Comput. Graph., vol. 20, pp. 143-150, 1986.
    [8] Lambert, Johann H., “Photometria Sive de Mensure de Gratibus Luminis, Colorum Umbrae,” Eberhard Klett, 1760.
    [9] Schlick, Christophe, “An Inexpensive BRDF Model for Physically-based Rendering”, Computer Graphics Forum, vol. 13, no. 3, Sept. 1994, pp. 149–162.
    [10] Trowbridge, T. S., and K. P. Reitz, “Average Irregularity Representation of a Roughened Surface for Ray Reflection,” Journal of the Optical Society of America, vol. 65, no. 5, pp. 531–536, May 1975.
    [11] Walter, Bruce, Stephen R. Marschner, Hongsong Li, Kenneth E. Torrance, “Microfacet Models for Refraction through Rough Surfaces,” Eurographics Symposium on Rendering (2007), 195–206, June 2007.
    [11] Holger Dammertz - Hammersley Points on the Hemisphere
    http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
    [12] Joey de Vries - LearningOpenGL
    https://learnopengl.com/#!PBR/Theory
    [13] Marco Alamia - Coding Labs
    http://www.codinglabs.net/article_physically_based_rendering.aspx

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