Correcting texture mapping errors introduced by graphics hardware

Manuel M. Oliveira
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引用次数: 1

Abstract

Most rendering engines subdivide arbitrary polygons into a collection of triangles, which are then rendered independently of each other. This procedure can introduce severe artifacts when rendering texture-mapped quadrilaterals. These errors result from a fundamental limitation: the impossibility of performing general projective mappings using only the information available at the vertices of a single triangle. Texture mapping involving arbitrary quadrilaterals has practical importance in applications that use real images as textures, such as in image-based modeling and rendering. The paper presents an efficient adaptive-subdivision solution to the problem, which, due to its simplicity, can be easily incorporated into graphics APIs.
修正由图形硬件引入的纹理映射错误
大多数渲染引擎将任意多边形细分为三角形集合,然后彼此独立渲染。这个程序在渲染纹理映射的四边形时会引入严重的伪影。这些错误源于一个基本的限制:不可能仅使用单个三角形顶点上可用的信息来执行一般的投影映射。涉及任意四边形的纹理映射在使用真实图像作为纹理的应用程序中具有实际重要性,例如基于图像的建模和渲染。本文提出了一种有效的自适应细分解决方案,由于其简单,可以很容易地集成到图形api中。
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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