为消费者级硬件实现简化了反锯齿参数化实体纹理

J. Hart, N. Carr, Masaki Karneya, Stephen A. Tibbitts, T. J. Coleman
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引用次数: 39

摘要

程序实体纹理是14年前引入的,但尚未找到用于实时操作的消费级图形硬件的方法。为此,引入了一个新的模型,该模型产生了一个参数化函数,能够综合最常见的程序实体纹理,特别是木材,大理石,云和火。该模型足够简单,可以在硬件中实现,并且可以在只有100,000个门的VLSI中实现。该模型还提供了一种新的抗混叠合成纹理的方法。根据纹理参数、纹理坐标和栅格化变量,导出了必要的框滤波器宽度表达式。在此滤波器宽度下,提出了一种通过mip映射颜色表或使用求和面积颜色表对合成纹理进行有效框过滤的技术。给出了抗锯齿结果的实例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Antialiased parameterized solid texturing simplified for consumer-level hardware implementation
Procedural solid texturing was introduced fourteen years ago, but has yet to find its way into consumer level graphics hardware for real-time operation. To this end, a new model is introduced that yields a parameterized function capable of synthesizing the most common procedural solid textures, specifically wood, marble, clouds and fire. This model is simple enough to be implemented in hardware, and can be realized in VLSI with as little as 100,000 gates. The new model also yields a new method for antialiasing synthesized textures. An expression for the necessary box filter width is derived as a function of the texturing parameters, the texture coordinates and the rasterization variables. Given this filter width, a technique for efficiently box filtering the synthesized texture by either mip mapping the color table or using a summed area color table are presented. Examples of the antialiased results are shown.
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