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研究生: 廖庭賜
Liao, Ting-Szu
論文名稱: 毛髮繪製呈現之探討與研究
A Study of Hair and Fur Rendering
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: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 27
中文關鍵詞: 幾何著色器毛皮生成毛髮呈現
英文關鍵詞: geometry shader, fur rendering, hair rendering
DOI URL: http://doi.org/10.6345/THE.NTNU.DCSIE.001.2019.B02
論文種類: 學術論文
相關次數: 點閱:124下載:12
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  • 在電腦圖學的領域中,毛髮的繪製呈現可以透過許多不同的方式去實現,其中包含了將模型透過材質轉換成類似毛髮的樣子、以及透過參考的引導線產生出一搓一搓的毛髮。每種方法各有優缺點,也能分別做出不一樣的效果與成果
    人們總是不斷在追求更加真實的畫面呈現,由於目前硬體持續升級強化,電腦逐漸可以將複雜的場景與模型透過運算將畫面繪製得趨近照片般真實,同時又可以達到實時的等級。然而毛髮的數量十分浩大,光是一個人的頭頂可能就有超過十萬根的髮絲,假如想要將一根根的毛髮直接透過模型製作並繪製出來,那將要花上長久的時間與龐大的資源,也因此透過計算產生出毛髮的呈現方式繪製出如照片真實般的畫面便成了一個重要的解決方式
    本論文透過研究數種毛髮與毛皮的實作方式,接著分析幾何著色器(geometry shader)的功能,以殼的生成法為基礎,透過幾何著色器能進行加點與變形運算的特性將模型的三角片複製並位移來產生出數層的殼,接著貼上使用隨機數生成的噪點貼圖來實現毛皮的生成,並以實時的速度呈現在使用者面前。

    Hair rendering can be implemented by many ways in computer graphics. For example, it can be implemented by transforming the model into hair with the textures. And it can also be implemented by using guide hair to generate hair strands. Each method can present different result and has its pros and cons.
    People always want computer graphics to be more realistic. Because of the improvement of the hardware, computers can gradually draw scenes and models that are more complex in real-time. However, the amount of hairs is too huge. There are up to hundred-thousands of hairs on a human head. Rendering hair with a model which has every strands of hair will take lots of time and enormous amount of resources. Therefore, we need to implement hair rendering by generating them with an alternative way.
    This thesis studies various methods to implement hair and fur rendering, analyses the features of geometry shader, and then implements the fur generation and modeling based on the Shells method. It uses geometry shader to replicate and transform the triangles of the models, and then to apply the texture which is generated by random numbers to implement fur in real-time.

    第一章 緒論 1 1.1 研究背景 1 1.2 研究目的 1 1.3 研究意義 1 1.4 論文結構 2 第二章 文獻探討 3 2.1 Practical Real-Time Hair Rendering and Shading 3 2.2 Hair Rendering in Tomb Raider 4 2.3 NVIDIA Hairworks 6 2.4 Fins and Shells 7 第三章  Geometry Shader 8 3.1 概要 8 3.2 輸入與輸出 9 3.3 功能與應用 10 3.4 對於毛皮生成之運用 10 第四章 實作細節 11 4.1 概要 11 4.2 Shells 12 4.3 Geometry Shader 13 4.3.1 殼的生成 13 4.3.2 重力 14 4.3.3 輸出 14 4.4 貼圖 15 4.4.1 貼圖生成 15 4.4.2 Mipmap 16 4.4.3 Fragment Shader 16 4.5 設計者控制 17 第五章 實驗結果與討論 18 5.1 概要 18 5.2 Multisampling Anti-aliasing (MSAA) 18 5.3 實驗環境 19 5.4 毛髮繪製呈現效果 20 5.5 毛髮長度比較 21 5.6 重力比較 23 5.7 毛皮密度比較 24 5.8 顏色 25 第六章 結論與未來方向 26 參考文獻 27

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