Real-time high-quality View-Dependent Texture Mapping using per-pixel visibility

D. Porquet, J. Dischler, D. Ghazanfarpour
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引用次数: 27

Abstract

We present an extension of View-Dependent Texture Mapping (VDTM) allowing rendering of complex geometric meshes at high frame rates without usual blurring or skinning artifacts. We combine a hybrid geometric and image-based representation of a given 3D object to speed-up rendering at the cost of a little loss of visual accuracy.During a precomputation step, we store an image-based version of the original mesh by simply and quickly computing textures from viewpoints positionned around it by the user. During the rendering step, we use these textures in order to map on the fly colors and geometric details onto the surface of a low-polygon-count version of the mesh.Real-time rendering is achieved while combining up to three viewpoints at a time, using pixel shaders. No parameterization of the mesh is needed and occlusion effects are taken into account while computing on the fly the best viewpoints for a given pixel. Moreover, the integration of this method in common real-time rendering systems is straightforward and allows applying self-shadowing as well as other z-buffer effects.
使用逐像素可见性的实时高质量视图依赖纹理映射
我们提出了一个扩展的视图依赖纹理映射(VDTM)允许渲染复杂的几何网格在高帧率没有通常的模糊或蒙皮工件。我们将给定3D对象的混合几何和基于图像的表示结合起来,以牺牲一点视觉精度为代价加快渲染速度。在预计算步骤中,我们通过简单快速地从用户周围的视点计算纹理来存储原始网格的基于图像的版本。在渲染步骤中,我们使用这些纹理,以便将飞行颜色和几何细节映射到低多边形计数版本的网格表面。实时渲染是通过使用像素着色器同时结合多达三个视点来实现的。不需要对网格进行参数化,并且在动态计算给定像素的最佳视点时考虑了遮挡效应。此外,在常见的实时渲染系统中集成这种方法很简单,并且允许应用自阴影以及其他z缓冲效果。
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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