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Feature-based Displacement Mapping

机译:基于特征的位移映射

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摘要

Displacement mapping was originally created as a rendering tool to provide small-scale modulation of an underlying smooth surface. However, it has now emerged as a sculpting tool, to the extent that complex geometry can effectively be added to a scene at rendering time. The attendant complexity of displacement maps is placing increased demands on rendering systems, from quality, performance, and memory perspectives. While adequate solutions exist within scanline rendering architectures, good general solutions have been difficult to come by in ray-traced or hardware-based environments, or in situations in which a complete displaced surface is desired. We present an approach to the rendering of displacement mapped surfaces that scales with the complexity of the displacement map, with an eye to minimizing the amount of additional geometry generated by the mapping process. We perform a feature analysis of displacement maps, aggregate these features, and map them onto geometry in space. This approach affords a significant degree of complexity control, it permits feature-based tessellation of surfaces, and it is amenable to use in ray-traced, scanline, or hardware accelerated settings. This kind of feature analysis naturally applies to other classes of texture mapping as well.
机译:位移贴图最初是作为渲染工具创建的,用于对底层光滑表面进行小规模调制。但是,它现在已成为一种雕刻工具,其程度是可以在渲染时将复杂的几何图形有效地添加到场景中。从质量,性能和内存的角度来看,置换贴图的随之而来的复杂性对渲染系统提出了更高的要求。尽管在扫描线渲染体系结构中存在适当的解决方案,但是在光线跟踪或基于硬件的环境中,或者在需要完整的置换表面的情况下,很难找到好的通用解决方案。我们提出了一种绘制位移映射表面的方法,该方法可以随着位移图的复杂性进行缩放,以最大程度地减少由映射过程生成的其他几何图形的数量。我们执行位移图的特征分析,汇总这些特征,然后将其映射到空间中的几何图形上。这种方法提供了很大程度的复杂性控制,它允许对表面进行基于特征的细分,并且可以在光线跟踪,扫描线或硬件加速的设置中使用。这种特征分析自然也适用于其他类别的纹理映射。

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