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Special Effects Rendering Based Video Texture

Posted on:2007-10-26Degree:MasterType:Thesis
Country:ChinaCandidate:L SongFull Text:PDF
GTID:2178360182993729Subject:Computer applications
Abstract/Summary:PDF Full Text Request
There are so many special effects in video games, movies and some other applications of virtual reality, such as raising flame, rolling smother, violent blasting, and interesting fountain. Much commercial modeling software such as Maya and 3dsMax all provide design toolkits for these special effects. There are also some expert modeling software for these special effects. All the models for these special effects are physical-based. For example, particle system is more familiar one than others. However, controlling and rendering of physical-based model are too complicated to be used in real-time rendering.This paper suggests a new real-time rendering method for these special effects. Based on the physical-based models, the principle of the method in the paper is transforming animation of special effects into video-based animation and transforming rendering of special effects into image-based rendering. The method consists of three parts: data collecting, rebuilding the order of rendering, real-time rendering. First of all, it collects data from the model of special effects according to the certain frequency and obtains a data set based on time sequence. The paper provides a special collecting method and the datum collected are a group of textures. Secondly, considering data collected according to time sequence as a video and using the principle of video texture, it rebuilds the rendering's order. Finally, it renders the special effects based on the order of rendering which will be rebuilt in step 2. In this step, it utilizes the principle of image-based rendering and view morphing and puts forward a smart rendering method relying on texture mapping and blending.The technique provided by the paper is effective and easy to implement. Data collecting and rebuilding the order of rendering are part of precomputation, even though they have higher time complexity. Compared to the traditional rendering method based on the physical-based model, the method in the paper lacks the ability of reactive controlling of the models of special effects. However, it can guarantee the frequency of real-time rendering with higher quality of rendering.
Keywords/Search Tags:Particle system, special effects, image-based rendering, video-based animation, texture sampling, view morphing, blending, animation
PDF Full Text Request
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