摘要
为解决海洋面片平滑引起的大面积阳光反射问题并区分波峰波谷水体颜色,增强海洋水体的真实感,本文通过修改弥散关系将短波的频率进行增大而长波频率相对不变,并将Phillips谱产生的频域根据不同波频率增大的比例进行了分级采样,克服了Phillips谱抑制高频短波突出低频长波的缺陷;同时也提出了一种对水体颜色进行改进的逐像素着色方法,结合离水辐亮度和波的陡峭程度,以很小的计算代价将波峰波谷颜色分别着色.该方法完全依靠GPU进行海洋的计算及绘制.实验表明本文方法可以在不降低帧速的同时有效地提升海洋的真实感.
Aimed at reducing obvious sunlight reflections caused by the smooth ocean mesh and differentiating the color betw een the crest w ave and the trough w ave,a new per-pixel shading approach based on modified dispersion relationship and stage sampling w as proposed. The modified dispersion relationship increased the frequency of the short w ave w hile the frequency of the long w ave almost stayed the same. According to the increasing proportion of the frequency,different stages w ere applied w hile sampling from the Phillips spectrum. In this w ay,the defect of the Phillips spectrum,w hich restrains the short w ave and highlights the long w ave,w as overcome.The per-pixel shading approach w as proposed to combine the w ater-leaving radiance and the choppiness of the w ave,so that the crest w ave and the trough w ave could be shaded differently w ith the minimal computational cost. All computation and rendering during the simulation process w as on GPU. The experimental results show that the reality of the ocean w as effectively improved w hile the frame rate remained basically unchanged.
出处
《小型微型计算机系统》
CSCD
北大核心
2015年第9期2116-2119,共4页
Journal of Chinese Computer Systems
基金
国家自然科学基金项目(60970073)资助
河北省自然科学基金项目(F2012203084)资助