• 沒有找到結果。

第四章 實驗結果與討論

4.5 限制

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4.5 限制

我們以 image space 的方式實作了多層的折射,雖然效能上優於光線追蹤法,

然而當折射的層數提升,因為資料是以貼圖的方式傳遞,而受限於貼圖的解析度,

我們方法的解析度也因而下降,也容易在斷層與全反射處產生錯誤的結果,如圖 4.22。

雖然一個場景中並不會有太多的折射模型,但隨著越多折射模型的或者太過複雜 的模型加入都會造成效率的降低,此外,我們目前因效能的考慮而對每一個模型 都只做四層的折射,因此會有無法正確顯示的部分。

圖 4.22: (a) 場景設計 (b) blender render (c) 我們的方法

為了提升解析度的問題,我們以 Procedural texture 的技術繪製環境貼圖,我 們發現隨著環境貼圖的解析度提升,其結果中許多的雜訊會消失,換言之越接近 Procedural texture 的結果,如圖 4.23 中紅色圈起的部分。

‧ 國

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(a) (b)

(c) (d)

圖 4.23: (a) 環境貼圖解析度 256*256 (b) 環境貼圖解析度 512*512 (c) 環境 貼圖解析度 1024*1024 (d) 環境貼圖以 Procedural texture 繪製

數可以運用 depth peeling 分解的深度來運算,因此我們採用了 Depth peeling 的方 法將模型分成四層,使得有別於光線追蹤的方法,在計算折射模型時不需在光線

慮樣許多步驟一起執行,例如折射的計算有無可能與 depth peeling 同步處理,又 或者多個物體的計算,以多層的場景來處理。

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