动态网格上程序生成控制

C. Buron, Jean-Eudes Marvie, Gaël Guennebaud, Xavier Granier
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引用次数: 0

摘要

过程表示是通过放大规则生成高度详细对象的强大工具。然而,在环境上下文中控制这些规则(例如,形状增长)仅限于基于cpu的方法,从而导致性能受限。为了实现形状语法的交互式控制,我们在GPU上引入了一种基于行进规则的新方法。环境上下文被编码为几何纹理地图集,在其上计算每个图表边界周围的间接像素。在运行时,使用新的规则来遍历纹理集,并利用间接信息有效地从一个图跳到另一个图。因此,在语法发展过程中遵循底层表面。此外,可以使用附加的纹理信息来方便地约束语法解释。例如,人们可以直接在网格上绘制允许生长的区域或树叶密度,并观察程序模型如何适应这个新环境。最后,为了在形状实例化阶段保持平滑的几何变形,我们使用使用深度优先语法遍历计算的三次贝塞尔曲线。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic on-mesh procedural generation control
Procedural representations are powerful tools to generate highly detailed objects through amplification rules. However controlling such rules within environment contexts (e.g., growth on shapes) is restricted to CPU-based methods, leading to limited performances. To interactively control shape grammars, we introduce a novel approach based on a marching rule on the GPU. Environment contexts are encoded as geometry texture atlases, on which indirection pixels are computed around each chart borders. At run-time, the new rule is used to march through the texture atlas and efficiently jumps from chart to chart using indirection information. The underlying surface is thus followed during the grammar development. Moreover, additional texture information can be used to easily constrain the grammar interpretation. For instance, one can paint directly on the mesh allowed growth areas or the leaves density, and observe the procedural model adapt on-the-fly to this new environment. Finally, to preserve smooth geometry deformation at shape instantiation stage, we use cubic Bezier curves computed using a depth-first grammar traversal.
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