褶皱表面的模拟

J. Blinn
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引用次数: 8

摘要

计算机生成的阴影图像已经达到了令人印象深刻的现实主义程度与目前的艺术状态。然而,它们并不是那么真实,以至于会让很多人误以为它们是真实的。一个问题是,由于它们的极端光滑,表面往往看起来是人造的。所需要的是一种模拟真实表面上的表面不规则性的方法。1973年,Ed Catmull引入了使用参数定义表面的参数值来索引纹理定义函数的想法,该函数可以缩放反射光的强度。通过将纹理模式与参数值绑定,可以保证纹理随对象旋转和移动。这对于显示绘制在表面上的图案是很好的,但是试图以这种方式模拟粗糙的表面是不令人信服的。本文提出了一种在强度计算中使用纹理函数对表面法线方向进行小扰动的方法。该过程产生具有逼真外观的表面皱纹的图像,而无需将每个皱纹建模为单独的表面元素。包括用这种技术制作的几个图像样本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Simulation of wrinkled surfaces
Computer generated shaded images have reached an impressive degree of realism with the current state of the art. They are not so realistic, however, that they would fool many people into believing they are real. One problem is that the surfaces tend to look artificial due to their extreme smoothness. What is needed is a means of simulating the surface irregularities that are on real surfaces. In 1973 Ed Catmull introduced the idea of using the parameter values of parametrically defined surfaces to index into a texture definition function which scales the intensity of the reflected light. By tying the texture pattern to the parameter values, the texture is guaranteed to rotate and move with the object. This is good for showing patterns painted on the surface, but attempts to simulate rough surfaces in this way are unconvincing. This paper presents a method of using a texturing function to perform a small perturbation on the direction of the surface normal before using it in the intensity calculations. This process yields images with realistic looking surface wrinkles without the need to model each wrinkle as a separate surface element. Several samples of images made with this technique are included.
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