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For more information, see the Distance example below. Height (m) – Controls the height of the atmosphere layer, in meters. Lower values can be used for artistic effects. The value is in meters and is converted internally based on the current Maya units.

risa scida

For more information, see the Height example below. Inscattered Light – Controls the amount of sunlight scattered from the atmospheric effect. The default value 1.0 is physically accurate lower or higher values could be used for artistic purposes.įilter Color – Affects the color of the unscattered light.Īffect Environment Rays – When Disabled, the atmospheric effect is applied only to camera rays that hit actual objects, but not to rays that hit the sky. This is because the VRaySky texture already takes into account the amount of scattered sunlight. However, it is possible to enable this option for artistic effects, especially with low visibility ranges. For more information, see the Affect Environment example below.Īffect Background – Specifies whether the effect is applied to camera rays that hit the background (if a background other than VRaySky is used). Normally this option should be disabled, but some interesting effects are possible when this option is enabled.In real outdoor scenes, objects distant from the observer suffer from a natural effect called aerial perspective that fades the colors of the objects and blends them to the environmental light color. The aerial perspective can be modeled using a physics-based approach however, handling with the changing and unpredictable environmental illumination as well as the weather conditions of real scenes is challenging in terms of visual coherence and computational cost. In those cases, even state-of-the-art models fail to generate realistic synthesized aerial perspective effects.

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To overcome this limitation, we propose a real-time, turbidity-based, full-spectrum aerial perspective rendering approach.

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First, we estimate the atmospheric turbidity by matching luminance distributions of a captured sky image to sky models. The obtained turbidity is then employed for aerial perspective rendering using an improved scattering model. We performed a set of experiments to evaluate the scattering model and the aerial perspective model. We also provide a framework for real-time aerial perspective rendering. The results confirm that the proposed approach synthesizes realistic aerial perspective effects with low computational cost, outperforming state-of-the-art aerial perspective rendering methods for real scenes. Real-time rendering Aerial perspective Shader programmingĪrtistic robotic painting implies creating a picture on canvas according to a brushstroke map preliminarily computed from a source image. To make the painting look closer to the human artwork, the source image should be preprocessed to render the effects usually created by artists. In this paper, we consider three preprocessing effects: aerial perspective, gamut compression and brushstroke coherence. We propose an algorithm for aerial perspective amplification based on principles of light scattering using a depth map, an algorithm for gamut compression using nonlinear hue transformation and an algorithm for image gradient filtering for obtaining a well-coherent brushstroke map with a reduced number of brushstrokes, required for practical robotic painting. The described algorithms allow interactive image correction and make the final rendering look closer to a manually painted artwork. To illustrate our proposals, we render several test images on a computer and paint a monochromatic image on canvas with a painting robot. We present an atmospheric model tailored for the interactive visualization of planetary surfaces.













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