几何纹理

Rodrigo de Toledo, Bin Wang, B. Lévy
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引用次数: 27

摘要

在高度镶嵌模型中,三角形与整个物体相比非常小,同时表示其宏观和中观结构。这项工作的主要思想是使用一种适合于细观结构但适用于整个对象的可视化算法。镶嵌模型被转换成几何纹理,这是一种基于高度图的表面几何表示。在绘制时间上,在保持原始质量的前提下,采用LOD加速重构精细尺度细节。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Geometry Textures
In highly tessellated models, triangles are very small compared to the entire object, representing at the same time its macro- and mesostructures. The main idea in this work is to use a visualization algorithm that is adequate to mesostructure but applied to the whole object. Tessellated models are converted into geometry textures, a geometric representation for surfaces based on height maps. In rendering time, the fine-scale details are reconstructed with LOD speed-up while preserving original quality.
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