Fig 1.
Illumination principle schematic diagram.
On the right is a schematic of geometric rendering. To highlight the shadowed areas, three area light sources are used to achieve uniform illumination except for the shadow regions. If the fully covering multi-light source rendering from the left diagram is used, consistent lighting can be achieved regardless of the camera.
Fig 2.
Circular light source diagram.
The figure on the right is a schematic diagram of 3D rendering, showing that the four sets of lights can illuminate the corresponding areas. Ultimately, we used 72 sets of lights to render the data, achieving uniform illumination in the 3D space.
Fig 3.
Ambient light diagram.
Fig 4.
Light path diagram.
Fig 5.
Light area change diagram.
Fig 6.
Ambient light rendering result diagram.
Fig 7.
Ambient light interpolation diagram.
Fig 8.
Ambient light comparison diagram.
Table 1.
Using precomputed radiance transfer field in cinematic volume rendering.
Fig 9.
Transparent transfer function precomputed rendering diagram.
Fig 10.
Transparent transfer function precomputed rendering result diagram.
Fig 11.
Ambient light and transmitted light comparison diagram.
Fig 12.
Transmitted light comparison diagram.
Fig 13.
Rendering time diagram.
Fig 14.
Render dataset diagram.
Table 2.
Render datasets table.
Fig 15.
Bone transfer function pelvis render diagram.
A: Full Lights Physical Rendering 87ms. B: Half Lights Physical Rendering + Precomputed Ambient Light 48ms. C: Precompute Ambient Light Only 22ms.
Fig 16.
Skin transfer function ankle render diagram.
A: Full Lights Physical Rendering 85ms. B: Half Lights Physical Rendering + Precomputed Ambient Light 41ms. C: Precompute Ambient Light Only 25ms.
Fig 17.
Compare with other algthrom diagram.
A:Out Method 21ms. B:Compare Algthrom 85ms.