平面纹理的透视映射

Q4 Computer Science
Michel Gangnet, D. Perny, P. Coueignoux
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引用次数: 36

摘要

从两个方向讨论了平面纹理的透视映射。首先我们学习一个平面到另一个平面的透视映射。我们证明了所涉及的点对点计算可以分解为一个简单的二维同调复合两个二维旋转。这样的结果对加速纹理映射非常有用。其次,根据数字信号理论,研究了如何最准确地绘制纹理映射。我们定义了一种新的滤波方法,使用在每个像素处透视切线的线性变换的逆。可以对大类补丁和曲面变换进行扩展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perspective mapping of planar textures
Perspective mapping of planar textures is discussed along two directions.First we study the perspective mapping of a plane onto another plane. We show that the point to point computation involved can be broken down to a simple 2-D homology compounded with two 2-D rotations. Such a result is very useful to speed up texture mapping.Second we study how to render texture mapping most accurate according to digital signal theory. We define a new methodology for filtering using the inverse of the linear transformation tangent to the perspective at each pixel.Extensions can be made to a large class of patches and of surface transforms.
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来源期刊
Computer Graphics World
Computer Graphics World 工程技术-计算机:软件工程
CiteScore
0.03
自引率
0.00%
发文量
0
审稿时长
>12 weeks
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