过滤颜色映射的纹理和表面

E. Heitz, D. Nowrouzezahrai, Pierre Poulin, Fabrice Neyret
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引用次数: 24

摘要

直接应用于表面、几何微表面细节或程序函数(如噪声)的彩色贴图纹理通常用于增强视觉细节。它们的简单性和模拟各种现实外观的能力使它们在许多渲染问题中得到采用。与任何纹理或几何细节一样,当在一定距离内观看时,需要适当的滤波来减少混叠,但准确有效的彩色地图滤波仍然是一个开放的问题,原因有几个:彩色地图是复杂的非线性函数,特别是当通过程序噪声和/或几何相关函数进行映射时,透视和掩蔽的效果进一步使像素足迹的滤波复杂化。我们通过实时计算和采样专门的滤波分布,准确地解决了这个问题,产生了非常快的性能。我们过滤应用于(宏观)表面的彩色贴图纹理,以及根据(微观)几何细节应用的彩色贴图。我们使用高斯统计引入了一种新的表示(潜在调制的)彩色地图在像素足迹上的分布,在更复杂的高分辨率彩色映射微表面细节的情况下,我们的过滤是依赖于视图和光线的,并且能够正确处理掩蔽和遮挡效果。我们的结果与地面事实相匹配,我们的解决方案非常适合实时应用程序,只需要几行着色器代码(在补充材料中提供),高性能,并且内存占用很小。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Filtering color mapped textures and surfaces
Color map textures applied directly to surfaces, to geometric microsurface details, or to procedural functions (such as noise), are commonly used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient color map filtering remains an open problem for several reasons: color maps are complex non-linear functions, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on-the-fly, yielding very fast performance. We filter color map textures applied to (macro-scale) surfaces, as well as color maps applied according to (micro-scale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material), is high performance, and has a negligible memory footprint.
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