Abstract:The high realism simulation interaction of flower plants is an important direction of virtual plant visualization. More and more applications are presented by the Virtual Reality (VR) headset device with the popularity of virtual reality technology. The VR system requires a highly realistic immersive picture for which generic plant modeling and graphics engine rendering capabilities are no longer sufficient. In this paper, a physical rendering algorithm is proposed based on Bidirectional Scattering Distribution Function (BSDF) to realistic flower plants by analyzing the principle of illumination and combining the Physics-Based Shading (PBS) technology. Potted flora in light mode is simulated by ShaderLab and the fusion algorithm is optimized. The image is distorted by lens matching rendering technology to make the virtual scene closer to the real human eye vision and reduce the user vertigo when user wearing the VR headset when using the VR helmet equipment HTC Vive. Finally a helmet VR floral plant simulation system is designed and a realistic immersive scene is realized.
WU Ying, HE Lin, HUANG Yingyun, et al. Summarizing of virtual reality technology[J]. Computer and Digital Engineering, 2002, 30(3): 41-44. doi: 10.3969/j.issn.1672- 9722.2002.03.007
HUAI Yongjian and ZENG Xi. Visual simulation of morphology and growth of virtual flower plants[J]. Computer Engineering and Applications, 2012, 48(8): 185-188. doi: 10.3778/j.issn.1002-8331.2012.08.053.
HUAI Yongjian and LI Fan. Simulation on motion behavior of virtual flower in variable wind fields[J]. Transactions of the Chinese Society of Agricultural Engineering, 2012, 28(19): 130-136. doi: 10.3969/j.issn.1002-6819.2012.19.017.
MENG Xiangyan, REN Yumiao, and PAN Haixian. Algorithm for illumination and shadow model in realistic volume rendering[J]. Laser Journal, 2016, 37(8): 141-144. doi: 10.14016/j.cnki.jgzz.2016.08.141.
[8]
赵慧. 基于辐射度方法的植被真实感模拟[D]. [硕士论文], 吉林大学, 2014.
ZHAO Hui. Simulation of vegetation realism based on radiation method[D]. [Master dissertation], Jilin University, 2014.
TANG Yong, ZHANG Lihui, L? Mengya, et al. Research progress in real time modeling and rendering for realistic ocean scene[J]. Journal of Yanshan University, 2016, 40(6): 471-480. doi: 10.3969/j.issn.1007-791X.2016.06.001.
CHEN Shengyu. Drawing and dynamic simulation of complex vegetation scene based on GPU[D]. [Master dissertation], University of Electronic Science and Technology of China, 2016.
[11]
GAO Yuan, LIU Yue, CHENG Dewen, et al. A review on development of head mounted display[J]. Journal of Computer-Aided Design & Computer Graphics, 2016, 28(6): 896-904. doi: 10.3969/j.issn.1003-9775.2016.06.004.
XIE Yonghua, YUAN Fuxing, and WANG Chang. Research of 3D cloud illumination model based on importance sampling[J]. Journal of System Simulation, 2016, 28(1): 57-62.
[13]
KAJIYA J T. The rendering equation[J]. ACM Siggraph Computer Graphics, 1986, 20(4): 143-150. doi: 10.1145/15922. 15902.
WU Fukun, WU Jiaze, and ZHENG Changwen. A microfacet-based physically rendering of diffraction effects[J]. Journal of Computer-Aided Design & Computer Graphics, 2014, 26(1):1-9.
[17]
TORRANCE K E and SPARROW E M. Theory for off-specular reflection from roughened surfaces[J]. Journal of the Optical Society of America, 1967, 57(9): 1105-1114. doi: 10.1364/JOSA.57.001105
[18]
OBERST H, KOUZNETSOV D, SHIMIZU K, et al. Fresnel diffraction mirror for an atomic wave[J]. Physical Review Letters, 2005, 94(1): 013203. doi: 10.1103/PhysRevLett.94. 01320314JANUARY2005.
[19]
SCHLICK C. An inexpensive BRDF model for physically- based rendering[J]. Computer Graphics Forum, 1994, 13(3): 233-246. doi: 10.1007/s00371-014-0958-x.