Hypertexture

K. Perlin, Eric M. Hoffert
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引用次数: 251

摘要

我们利用空间填充应用函数来调节密度,对介于形状和纹理之间的现象进行建模。该模型本质上是程序实体纹理合成的扩展,但在整个体积区域而不是仅在表面进行评估。我们已经能够获得诸如头发、皮毛、火、玻璃、流体流动和侵蚀效果等形状+纹理(超纹理)现象的视觉逼真表示。我们展示了如何做到这一点,首先通过描述一组基本级别的函数来提供基本的纹理和控制能力,然后通过结合这些来合成各种现象。超纹理存在于物体和非物体之间的一个中间区域。我们引入广义布尔形状算子的概念来组合具有这样一个区域的形状。渲染是通过光线从眼点穿过体来累积每条光线的不透明度来完成的。我们已经在传统的串行计算机、分布式计算机网络和粗粒度MIMD计算机上实现了我们的超纹理渲染算法。扩展渲染技术纳入折射和反射效果进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hypertexture
We model phenomena intermediate between shape and texture by using space-filling applicative functions to modulate density. The model is essentially an extension of procedural solid texture synthesis, but evaluated throughout a volumetric region instead of only at surfaces.We have been able to obtain visually realistic representations of such shape+texture (hypertexture) phenomena as hair, fur, fire, glass, fluid flow and erosion effects. We show how this is done, first by describing a set of base level functions to provide basic texture and control capability, then by combining these to synthesize various phenomena.Hypertexture exists within an intermediate region between object and not-object. We introduce a notion of generalized boolean shape operators to combine shapes having such a region.Rendering is accomplished by ray marching from the eye point through the volume to accumulate opacity along each ray. We have implemented our hypertexture rendering algorithms on a traditional serial computer, a distributed network of computers and a coarse-grain MIMD computer. Extensions to the rendering technique incorporating refraction and reflection effects are discussed.
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