Geometry Textures

Geometry Textures
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几何纹理

DOI:
10.1109/sibgrapi.2007.37
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发表时间:
2007
期刊:
XX Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2007)
影响因子:
--
通讯作者:
Bruno Lévy
Bruno Lévy
中科院分区:
--
文献类型:
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作者:
Rodrigo de Toledo;Bin Wang;Bruno Lévy

文献摘要

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在高度细分的模型中,三角形与整个物体相比非常小,同时代表其宏观和细观结构。在这项工作中的主要思想是使用一个可视化算法,这是足够的介观结构,但适用于整个对象。镶嵌模型被转换成几何纹理,一种基于高度贴图的曲面几何表示。在绘制时间上,在保持原图像质量的前提下,对细节进行LOD加速重建。
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.