A. Abbas, László Szirmay-Kalos, G. Szijártó, Tamás Horváth, Tibor Fóris
{"title":"Quadratic interpolation in hardware Phong shading and texture mapping","authors":"A. Abbas, László Szirmay-Kalos, G. Szijártó, Tamás Horváth, Tibor Fóris","doi":"10.1109/SCCG.2001.945353","DOIUrl":null,"url":null,"abstract":"Rendering systems often represent curved surfaces as a mesh of planar polygons that are shaded to add realism and to restore a smooth appearance. To increase the rendering speed, complex operations, such as the evaluation of the local illumination model or texture transformation, are executed for just a few knot points, and the values at other points are interpolated. Usually, a linear transformation is used, since it can be easily implemented in hardware. However, the colour distribution and texture transformation may be strongly nonlinear, so a linear interpolation may introduce severe artifacts. Thus, this paper proposes two-variate quadratic interpolation to tackle this problem and demonstrates that it can be implemented in hardware. A software simulation and a VHDL description of the shading hardware are also presented.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Spring Conference on Computer Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SCCG.2001.945353","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
Rendering systems often represent curved surfaces as a mesh of planar polygons that are shaded to add realism and to restore a smooth appearance. To increase the rendering speed, complex operations, such as the evaluation of the local illumination model or texture transformation, are executed for just a few knot points, and the values at other points are interpolated. Usually, a linear transformation is used, since it can be easily implemented in hardware. However, the colour distribution and texture transformation may be strongly nonlinear, so a linear interpolation may introduce severe artifacts. Thus, this paper proposes two-variate quadratic interpolation to tackle this problem and demonstrates that it can be implemented in hardware. A software simulation and a VHDL description of the shading hardware are also presented.