基于顶点法线的多边形细分算法

C. V. Overveld, B. Wyvill
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引用次数: 18

摘要

为了在渲染多边形网格时获得光滑表面的印象,可以在网格的顶点中提供法向量向量,这些向量是相邻多边形的表面法线的平均值。在网格中渲染多边形时对这些法向量进行插值,并在着色计算中使用插值的法向量,产生平滑变化的强度分布。然而,在由此实现的阴影的平滑性和几何的非平滑性之间存在固有的不匹配,这在剪影中尤其明显,在剪影顶点处表现为直线边缘和非光滑边缘连接。对这些文物提出了补救办法。补救措施包括在渲染之前将每个输入多边形细分为多边形网格。生成的多边形网格的形状由原始多边形顶点中提供的法向量控制,这与使用相邻多边形的其他细分方案不同。使用该方法,可以在不进一步了解邻近多边形的情况下处理带有顶点法向量的多边形。这使得该方法非常适合图形库的上下文,如OpenGl,通常在每个多边形的基础上处理多边形。因此,所提出的网格替代原多边形的计算可以看作是一个过滤器,它可以作为传统多边形绘制管道前的一个过程来操作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An algorithm for polygon subdivision based on vertex normals
In order to achieve the impression of a smooth surface while rendering a polygon mesh, normal vector vectors may be provided in the vertices of the mesh that are the average of the surface normals of the adjacent polygons. Interpolation of these normal vectors while rendering of the polygons in the mesh, and using the interpolated normal vectors in the shading computations, yields a smoothly varying intensity distribution. There is an inherent mismatch, however, between the smoothness of the shading thus achieved and the non-smoothness of the geometry which is particularly visible at silhouettes, showing as straight edges and non-smooth edge junctions at the silhouette vertices. A remedy for these artefacts is suggested. The remedy consists of subdividing each input polygon into a mesh of polygons prior to rendering. The shape of this resulting polygon mesh is controlled by the normal vectors that are provided in the vertices of the original polygon, unlike other subdivision schemes that make use of adjacent polygons. With the method, polygons equipped with vertex normal vectors can therefore be processed without further knowledge of neighbour polygons. This makes the method well-suited in the context of graphics libraries, such as OpenGl, that treat polygons typically on a per-polygon basis. So the proposed computation of the mesh which replaces the original polygon can be viewed as a filter which may operate as a process in front of a traditional polygon rendering pipeline.
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