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机构地区:[1]四川大学制造科学与工程学院,四川成都610065
出 处:《工程图学学报》2009年第2期48-53,共6页Journal of Engineering Graphics
基 金:四川省科技厅资助项目(04JY029-073-2);成都市科技计划资助项目(05HJDZ315)
摘 要:材质仿真和光效模拟是产品真实感表现的重点。通过分析光的要素和3ds Max系统的灯光特性,提出将摄影中经典的三点照明理论应用于渲染软件的思路。研究反射性、透明性、吸收性材质对光线反射、折射的特性及其表面形状,进行大量布光实验和分析对比,得到了不同材质在光型、光质、光位等灯光设置方面的共性理论。以三类材质模型的灯光排布为例,在3ds Max中得到了具有真实感的渲染效果,验证了布光理论的可行性和有效性。The key point of realistic expression is simulation of materials and light effect. By analyzing light elements and light characteristics of 3ds Max system, the idea that the classic three-point lighting theory in photography can be applied to rendering software is presented. Research is made on features of reflective, transparent and absorptive materials when reflecting and refracting light as well as their surface characters. Furthermore, considerable amount of lighting experiment, analysis and comparisons are implemented. These two steps help draw out general empirical theories on lighting that involve light type, light quality and light position of different materials. Realistic rendering effect is achieved by establishing models and setting light, which proves the feasibility and efficiency of lighting theory in 3ds Max.
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