Texture and reflection in computer generated images

J. Blinn, Martin E. Newell
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引用次数: 137

Abstract

In 1974 Ed Catmull developed a new algorithm for rendering images of bivariate surface patches. This paper describes extensions of this algorithm in the areas of texture simulation and lighting models.The parametrization of a patch defines a coordinate system which is used as a key for mapping patterns onto the surface. The parametric values within each picture element are input to a pattern definition function. A weighted average of the values of this function over the picture element scales the intensity of that picture element. By suitably defining the pattern function, various surfaces textures can be simulated. The shape and size of this weighting function is chosen using digital signal processing theory.The other problem addressed here concerns lighting models. The patch rendering algorithm allows accurate computation of the surface.
计算机生成图像的纹理和反射
1974年,埃德·卡特穆尔(Ed Catmull)开发了一种新的算法,用于绘制二元表面斑块的图像。本文描述了该算法在纹理模拟和光照模型领域的扩展。贴片的参数化定义了一个坐标系统,该系统用作将图案映射到表面上的关键。每个图像元素中的参数值被输入到模式定义函数中。该函数在图像元素上的值的加权平均值表示该图像元素的强度。通过适当地定义图案函数,可以模拟各种表面纹理。利用数字信号处理理论选择该加权函数的形状和大小。这里要解决的另一个问题是照明模型。补丁绘制算法允许精确计算表面。
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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