31 October 2016 Vertex shading of the three-dimensional model based on ray-tracing algorithm
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Abstract
Ray Tracing Algorithm is one of the research hotspots in Photorealistic Graphics. It is an important light and shadow technology in many industries with the three-dimensional (3D) structure, such as aerospace, game, video and so on. Unlike the traditional method of pixel shading based on ray tracing, a novel ray tracing algorithm is presented to color and render vertices of the 3D model directly. Rendering results are related to the degree of subdivision of the 3D model. A good light and shade effect is achieved by realizing the quad-tree data structure to get adaptive subdivision of a triangle according to the brightness difference of its vertices. The uniform grid algorithm is adopted to improve the rendering efficiency. Besides, the rendering time is independent of the screen resolution. In theory, as long as the subdivision of a model is adequate, cool effects as the same as the way of pixel shading will be obtained. Our practical application can be compromised between the efficiency and the effectiveness.
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Xiaoming Hu, Xiaoming Hu, Xinzhu Sang, Xinzhu Sang, Shujun Xing, Shujun Xing, Binbin Yan, Binbin Yan, Kuiru Wang, Kuiru Wang, Wenhua Dou, Wenhua Dou, Liquan Xiao, Liquan Xiao, } "Vertex shading of the three-dimensional model based on ray-tracing algorithm", Proc. SPIE 10022, Holography, Diffractive Optics, and Applications VII, 100222M (31 October 2016); doi: 10.1117/12.2246007; https://doi.org/10.1117/12.2246007
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