Illumination dependent refinement of multiresolution meshes

A. Schilling, R. Klein, W. Straßer
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引用次数: 33

Abstract

State of the art multiresolution modeling allows to selectively refine a coarse mesh of an object on the visually important parts. In this way it is possible to render the geometry of a given object accurately with a minimum number of triangles. There are also approaches that use cones of normal vectors to perform illumination dependent selective refinement. This includes the correct rendering of highlights and transitions between lit and unlit areas of an object. The drawback of these approaches is that using only the normal cone for the detection gives only a very poor criteria to detect the problematic cases. Therefore, too much refinement has to be performed which in most cases prevents real time update rates between successive frames. The authors describe a new approach for better estimation of normal deviations between different levels of detail. This allows for accurate lighting with a minimum number of triangles.
基于光照的多分辨率网格细化
最先进的多分辨率建模允许在视觉上重要的部分上选择性地细化对象的粗网格。通过这种方式,可以用最少数量的三角形精确地渲染给定对象的几何形状。也有一些方法使用法向量的锥来执行依赖光照的选择性细化。这包括正确渲染高光以及物体亮区和未亮区之间的过渡。这些方法的缺点是,仅使用正常锥体进行检测只能给出一个非常差的标准来检测有问题的情况。因此,在大多数情况下,必须执行太多的细化,这阻碍了连续帧之间的实时更新速率。作者描述了一种新的方法,可以更好地估计不同细节水平之间的正态偏差。这允许用最少数量的三角形进行精确的照明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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