使用深度间隔缓冲正确的正规化CSG固体的阴影

J. Rossignac, Jeffrey Wu
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引用次数: 26

摘要

一个方便的交互设计环境需要有效的工具来为用CSG表示的实体模型着色。当涉及到具有曲面(参数)表面的CSG原语时,基于边界评估或光线投射的着色技术需要计算几何相交,对于交互式图形来说效率太低。首选投影方法,其中原始表面使用标准硬件支持的图形函数进行扫描转换。由于并非CSG原语的所有面点都位于CSG实体上,因此扫描转换必须与针对原始CSG表达测试生成的3D表面点的程序相结合。通过每个像素的深度比较,可以对任意弯曲边界定义的基元进行点分类,而不需要几何相交。UNC的研究人员已经在Pixel-Power机器上实现了这种方法。它通过将CSG表达式转换为乘积和形式并重复扫描转换每个乘积的原语来处理复杂的CSG树。涓流算法,在一般情况下大大减少了扫描转换的数量,已经由IBM研究院开发并在其他地方展示。本文讨论了对原始涓流算法的几个最新改进。对整个算法进行了简化。对扫描转换过程和点分类测试进行了修改,以正确处理在任意数值分辨率内多个原始面重合的情况。这些增强不仅对于正则化布尔表达式中的on/on情况是必要的,而且对于处理靠近其公共边缘的面对也是必要的。最后,我们指出,使用辅助阴影缓冲区对涓流算法进行简单的两次扩展足以直接从带有阴影的CSG阴影图像中进行计算。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Correct Shading of Regularized CSG Solids Using a Depth-Interval Buffer
A convenient interactive design environment requires efficient facilities for shading solid models represented in CSG. Shading techniques based on boundary evaluation or ray casting that require calculations of geometric intersections are too inefficient for interactive graphics when CSG primitives with curved (parametric) surfaces are involved. Projective approaches, where the primitive surfaces are scan-converted using standard hardware-supported graphic functions are preferred. Since not all the points of the faces of a CSG primitive lie on the CSG solid, scan conversion must be combined with a procedure that tests the produced 3D surface-points against the original CSG expression. Point classifications against primitives defined by arbitrary curved boundaries may be performed, without geometric intersections, through depth-comparisons at each pixel. This approach has been implemented for the Pixel-Power machine by researchers at UNC. It deals with complex CSG trees by converting CSG expressions into sum-of-product form and repeatedly scan-converting the primitives of each product. The Trickle algorithm, which considerably reduces the number of scan-conversions in the general case has been developed at IBM Research and presented elsewhere. This paper discusses several recent improvements to the original Trickle algorithm. The overall algorithm has been simplified. The scan-conversion process and the point classification tests have been modified to correctly handle cases where several primitive faces coincide within an arbitrary numerical resolution. These enhancements are not only necessary for on/on cases in regularized Boolean expressions, but also for processing pairs of faces near their common edges. Finally, we point out that a simple two-pass extension of the trickle algorithm using an auxiliary shadow buffer suffices to compute directly from CSG shaded images with shadows.
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