硬件加速网格颜色

Cem Yuksel
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引用次数: 1

摘要

任意多边形网格的纹理映射一直是计算机图形学中的一个重要问题。特别是,当需要一对一的映射时,这样相同的纹理图案就不会在表面上重复,接缝是不可避免的。隐藏由于这些接缝而产生的过滤伪影的过程需要在指定纹理坐标的劳动密集型过程上进行额外的手工工作。此外,这些接缝也极大地限制了可以在没有可见过滤工件的情况下使用的mipmap级别的数量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hardware accelerated mesh colors
Texture mapping arbitrary polygonal meshes has been an important problem in computer graphics. In particular, when one-to-one mapping is desired, such that the same texture pattern is not repeated over a surface, seams are unavoidable. The process of hiding filtering artifacts due to these seams involves additional manual effort onto already labor intensive process of specifying texture coordinates. Furthermore, these seams also substantially limit the number of mipmap levels that can be used without visible filtering artifacts.
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