浮雕纹理映射

M. M. O. Neto, G. Bishop, David K. McAllister
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引用次数: 344

摘要

我们提出了纹理映射的扩展,支持三维表面细节和视图运动视差的表示。无论视点是静态的还是移动的,是远的还是近的,结果都是正确的。我们的方法非常简单:使用两步过程将浮雕纹理(纹理扩展为每个纹理的正交位移)映射到多边形上:首先,使用非常简单的1-D前向变换将其转换为普通纹理。然后使用标准纹理映射将生成的纹理映射到多边形上。1-D翘曲函数在纹理坐标中工作,以处理由位移表面的3-D形状引起的视差和可见性变化。后续的纹理映射操作处理从纹理到屏幕坐标的转换。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Relief texture mapping
We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displacement per texel) is mapped onto a polygon using a two-step process: First, it is converted into an ordinary texture using a surprisingly simple 1-D forward transform. The resulting texture is then mapped onto the polygon using standard texture mapping. The 1-D warping functions work in texture coordinates to handle the parallax and visibility changes that result from the 3-D shape of the displacement surface. The subsequent texture-mapping operation handles the transformation from texture to screen coordinates.
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