Rendering an infinite plane
US-2017178394-A1 · Jun 22, 2017 · US
US10657706B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10657706-B2 |
| Application number | US-201615364502-A |
| Country | US |
| Kind code | B2 |
| Filing date | Nov 30, 2016 |
| Priority date | Jan 4, 2016 |
| Publication date | May 19, 2020 |
| Grant date | May 19, 2020 |
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A three-dimensional (3D) rendering method and apparatus to render a 3D scene is disclosed. The 3D rendering apparatus determines color values of vertices shaded by a direct virtual light source, establishes one or more locations of one or more indirect virtual light sources in polygonal areas formed by the vertices based on the determined color values of the vertices, and renders a 3D scene based on the one or more indirect virtual light sources disposed at the determined one or more locations.
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What is claimed is: 1. A three-dimensional (3D) rendering method comprising: determining respective color values of vertices shaded by a direct virtual light source; establishing a polygonal area bounded by the vertices; determining, based on the vertices, an indirect virtual light source at a location within the polygonal area; establishing, based on the respective color values of the vertices, the location; and rendering a 3D scene based on the location of the indirect virtual light source, wherein the determining the indirect virtual light source comprises: determining a number of additional indirect virtual light sources for the polygonal area based on a size of the polygonal area from a viewpoint of a virtual camera and the respective color values of the vertices, and wherein each color value of the vertices of the additional indirect virtual light sources is a function of the location of the indirect virtual light source, a location of a vertex, a normal of the vertex, a color value of the indirect virtual light source, and a color value of the vertex. 2. The 3D rendering method of claim 1 , wherein the establishing of the location comprises: determining respective brightness values of the vertices based on the respective color values of the vertices; and establishing the location of the indirect virtual light source based on the respective brightness values of the vertices. 3. The 3D rendering method of claim 2 , further comprising: determining an average brightness of the polygonal area based on an average of the respective brightness values of the vertices; setting a weight value based on the average brightness of the polygonal area; and determining the number of additional indirect virtual light sources within the polygonal area based on the weighted value. 4. The 3D rendering method of claim 2 , wherein the establishing of the location comprises: determining, based on the respective brightness values of the vertices, respective probability values of a plurality of locations within the polygonal area; and selecting the location of the indirect virtual light source from among the plurality of locations based on the respective probability values. 5. The 3D rendering method of claim 4 , wherein the respective probability value of a first location of the plurality of locations adjacent to a first vertex of the vertices having a respective brightness value greater than the respective brightness value of a second vertex of the vertices is higher the respective probability of a second location of the plurality of locations adjacent to the second vertex. 6. The 3D rendering method of claim 1 , further comprising establishing respective additional locations of the additional indirect virtual light sources by randomly designating the respective additional locations within the polygonal area. 7. The 3D rendering method of claim 6 , wherein the establishing of the respective additional locations comprises: determining respective brightness values of the vertices based on the respective color values of the vertices; and determining a second location of a second indirect virtual light source from among the additional indirect virtual light sources within the polygonal area based on the respective brightness values of the vertices and the size of the polygonal area. 8. The 3D rendering method of claim 1 , wherein the establishing of the location comprises: determining respective candidate locations within the polygonal area for a plurality of candidate indirect virtual light sources based on the respective color values of the vertices; and selecting the indirect virtual light source from among the plurality of candidate indirect virtual light sources based on the respective candidate locations and a location of the virtual camera. 9. The 3D rendering method of claim 8 , wherein the selecting comprises: determining a sampling level for a hierarchy of the plurality of candidate indirect virtual light sources based on a distance between the location of the virtual camera and an area on which shading is to be performed; and selecting the indirect virtual light source from among the plurality of candidate indirect virtual light sources based on the determined sampling level. 10. The 3D rendering method of claim 9 , wherein the hierarchy of the plurality of candidate indirect virtual light sources is based on a hierarchy of the vertices. 11. The 3D rendering method of claim 1 , wherein the determining of the respective color values of the vertices comprises determining the respective color values of the vertices by adding the respective color values, determined through shading by the direct virtual light source, of the vertices. 12. The 3D rendering method of claim 1 , wherein the determining of the color values of the vertices comprises determining the respective color values of the vertices based on respective vertex information of the vertices and attribute information of the direct virtual light source. 13. A non-transitory computer-readable storage medium storing instructions for causing computing hardware to perform the method of claim 1 . 14. The 3D rendering method of claim 1 , further comprising: determining a plurality of candidate indirect virtual light sources within the polygonal area; and clustering the plurality of candidate indirect virtual light sources into groups based on respective characteristics of the plurality of candidate indirect virtual light sources. 15. The 3D rendering method of claim 14 , wherein the respective characteristics comprise either one or both of adjacent locations of the candidate indirect virtual light sources or color similarity of the indirect virtual light sources. 16. The 3D rendering method of claim 14 , further comprising: selecting, as the indirect virtual light source, a first candidate indirect virtual light source of a first group among the clustered groups; and discarding remaining candidate indirect virtual light sources other than the first candidate indirect virtual light source of the first group. 17. A three-dimensional (3D) image rendering apparatus comprising: at least one processor configured to determine respective color values of vertices shaded by a direct virtual light source; establish a polygonal area bounded by the vertices; determine, based on the vertices, an indirect virtual light source at a location within the polygonal area; establish, based on the respective color values of the vertices, the location; render a 3D scene based on the location of the indirect virtual light source; and determine a number of additional indirect virtual light sources for the polygonal area based on a size of the polygonal area from a viewpoint of a virtual camera and the respective color values of the vertices, wherein each color value of the vertices of the additional indirect virtual light sources is a function of the location of the indirect virtual light source, a location of a vertex, a normal of the vertex, a color value of the indirect virtual light source, and a color value of the vertex. 18. The 3D image rendering apparatus of claim 17 , wherein the processor is further configured to: determine respective brightness values of the vertices based on the respective color values of the vertices; determine a number of additional indirect virtual light sources for the polygonal area based on a size of the polygonal area from a viewpoint of a virtual camera and the respective brightness values of the vertices; and establish respective additional locations of the
Illumination models · CPC title
Shading · CPC title
Perspective computation · CPC title
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