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Research Of Heterogeneous Modeling Rendering System Data Exchange Method

Posted on:2010-06-21Degree:MasterType:Thesis
Country:ChinaCandidate:M M FanFull Text:PDF
GTID:2178360278472573Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
Rendering is not only the basis of creativity,but also the key factor of 3D images generating qualities in graphics.Nowadays,both commercial and non-commercial renderers are widely used in the production of animation,scientific simulation,and graphics rendering,etc.With the development of CG and the increase of rendering computation,it became difficult to meet the huge amounts of computation with a single computer.As a result,cluster rendering came into being.Cluster rendering platform can provide the provision of public services.In practical applications, different softwares are picked to make models,and particular renderers are also needed to achieve some kind of rendering effects of the models,which makes it an absolute must to integrate a large number of heterogeneous renderers in a platform in order to satisfy the requirement of providing public services.However,without unified model description standards for the modeling software (such as Maya,3DMax) and rendering engine(such as mental ray,RenderMan,etc.), different structures,organization methods,storage and representation forms of data are adopted.On the heterogeneity of input interfaces of renderers,modeling is closely linked with the renderer,and also manual data exchanges are involved quite usually. Moreover,data loss during model conversion often tends to be the main reason for the serious distortion of the scene.Model exchange function between heterogeneous modeling and rendering software blocks the software from co-working.Hence,how to share existing model resources and how to exchange data are put forward.Based on the requirement for cluster rendering,according to RenderMan and mental ray interface standards,this paper exhibits a research on heterogeneous Modeling-Rendering System Data Exchange based on data and commands.In accordance with character of 3D models,this paper brings forward a method for exchange mapping.After steps of feature extraction,attribute configuration, application encapsulation,this method turns the modeling software model to a renderable one.Further more,MayaExport,a tool under the exchange method,is provided to prove the flexibility by examples.This paper shows the following works:1.On the problem of non-uniform model description standard,this paper offers a method for scalable model neutral file conversion,in line with RenderMan and mental ray criteria,using hierarchical thinking.When new function is added into renderer through writing plug-ins or modifying source codes,the neutral file can provide supports by adding a new label.2.In view of the problem of heterogeneous between modeling software and rendering engine,this paper puts out a data exchange method based on data and commands,founded on Maya and 3DMax,modeling softwares,and mental ray and RenderMan,renderers.3.Differences of algorithms between those render leads to variations of precision and explanation to attribute value,although applied to the same process.By integrative modeling software and rendering engine,the level of conversion and the regulation of parameters can be interactively controlled.The work of this paper has already worked for Render Platform of Shandong province.This paper needs more works on the specification of Shader and Process material in the future.
Keywords/Search Tags:Data Exchange, Modeling Software, Rendering Engine, Render Farm
PDF Full Text Request
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