系统仿真学报 ›› 2017, Vol. 29 ›› Issue (11): 2693-2700.doi: 10.16182/j.issn1004731x.joss.201711014

• 仿真建模理论与方法 • 上一篇    下一篇

基于PBR的轻量级WebGL实时真实感渲染算法

郑维欣1, 贾金原2   

  1. 1.长春理工大学,长春 130000;
    2.同济大学软件学院,上海 201804
  • 收稿日期:2017-07-29 发布日期:2020-06-05
  • 作者简介:郑维欣(1993-),男,吉林吉林,硕士生,研究方向为Web3D渲染。
  • 基金资助:
    国家自然科学基金面上项目(61272276),吉林省重点科技攻关课题(20140204088GX),长春高新区“长白慧谷”英才计划(3-2013006)

Lightweight Real-Time and Realistic WebGL Rendering Algorithm Based on PBR

Zheng Weixin1, Jia Jinyuan2   

  1. 1. Changchun University of Science and Technology, Changchun 130000, China;
    2. School of Software Engineering, Tongji University, Shanghai 201804, China
  • Received:2017-07-29 Published:2020-06-05

摘要: 考虑到网页浏览器的渲染能力较弱,对Web3D渲染效果的真实性与美观性一直都是研究热点,尤其是基于物理的材质PBR (Physical based Rendering)在网页端的实现乃至动态可编辑都是难点。基于上述问题本文提出了基于PBR算法的Web端轻量级真实感高品质实时渲染算法,将该算法涉及到的计算量较大的计算步骤简化,降低计算机渲染时的计算复杂度;同时提出了基于重用度的LPM (Lightweight Progressive Mesh)算法来简化模型文件、加快模型的加载速度。最后通过上述算法所编写的demo验证了算法的有效性。实验结果表明,该优化后的算法能够在Web端实现实时渲染可编辑的高品质轻量级3D模型。

关键词: PBR, LPM, WebGL, 真实感绘制

Abstract: Considering the weak rendering ability of web browser, the authenticity and aesthetics of Web3D rendering are always hot topics.In particular, the realization of PBR in the web-side and even dynamic editable are difficult.The realization and dynamic edit of PBR in the web end are especially difficult. Based on the problem mentioned, this paper presents a web-based lightweight real-time rendering algorithm with authenticity and high quality based on the PBR algorithm, which simplifies the complex calculation steps of the algorithm and reduces the computational complexity for rendering. The LPM (Lightweight Progressive Mesh) algorithm is reused to simplify the model file and accelerate the model loading speed. Finally, a demo is presented to verify the algorithm's effectiveness. The experiment results show that the optimized algorithm can render editable high quality lightweight 3D model on the web end in real-time.

Key words: physics based rendering, lightweight progressive meshes, WebGL, real-time rendering

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