View-independent environment maps

W. Heidrich, H. Seidel
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引用次数: 161

Abstract

Environment maps are widely used for approximating reflections in hardware-accelerated rendering applications. Unfortunately, the parameterizations for environment maps used in today’s graphics hardware severely undersample certain directions, and can thus not be used from multiple viewing directions. Other parameterizations exist, but require operations that would be too expensive for hardware implementations. In this paper we introduce an inexpensive new parameterization for environment maps that allows us to reuse the environment map for any given viewing direction. We describe how, under certain restrictions, these maps can be used today in standard OpenGL implementations. Furthermore, we explore how OpenGL could be extended to support this kind of environment map more directly. CR Categories: 1.3.1 [Computer Graphics]: Hardware Architecture-Graphics processors; 1.3.3 [Computer Graphics]: Picture/Image Generation-Bitmap and framebuffer operations; 1.3.6 [Computer Graphics]: Methodology and Techniques--Standards 1.3.7 [Computer Graphics]: ThreeDimensional Graphics and Realism-Color, Shading, Shadowing and Texture 1.4.1 [Image Processing and Computer Vision]: Digitization and Image Capture ~-Sampling
独立于视图的环境映射
环境贴图在硬件加速渲染应用中被广泛用于近似反射。不幸的是,在今天的图形硬件中使用的环境地图的参数化严重低于某些方向的采样,因此不能从多个观看方向使用。其他参数化也存在,但需要的操作对于硬件实现来说过于昂贵。在本文中,我们为环境地图引入了一种廉价的新参数化方法,使我们能够在任何给定的观看方向上重用环境地图。我们描述了在某些限制下,这些映射如何在标准OpenGL实现中使用。此外,我们还探讨了如何扩展OpenGL以更直接地支持这种环境映射。CR分类:1.3.1[计算机图形学]:硬件架构-图形处理器;1.3.3【计算机图形学】:图片/图像生成-位图和帧缓冲操作;1.3.7[计算机图形学]:三维图形学和现实主义-色彩,明暗,阴影和纹理1.4.1[图像处理和计算机视觉]:数字化和图像捕获~-采样
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