{"title":"平面纹理的透视映射","authors":"Michel Gangnet, D. Perny, P. Coueignoux","doi":"10.1145/988468.988470","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"3 1","pages":"115-123"},"PeriodicalIF":0.0000,"publicationDate":"1982-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"36","resultStr":"{\"title\":\"Perspective mapping of planar textures\",\"authors\":\"Michel Gangnet, D. Perny, P. Coueignoux\",\"doi\":\"10.1145/988468.988470\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":51003,\"journal\":{\"name\":\"Computer Graphics World\",\"volume\":\"3 1\",\"pages\":\"115-123\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1982-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"36\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Graphics World\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/988468.988470\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"Computer Science\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Graphics World","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/988468.988470","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Computer Science","Score":null,"Total":0}
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.