On-the-Fly Texture Computation for Real-Time Surface Shading

On-the-Fly Texture Computation for Real-Time Surface Shading
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用于实时表面着色的动态纹理计算

DOI:
10.1109/38.656789
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发表时间:
1998
影响因子:
1.8
通讯作者:
Michael Clifton
Michael Clifton
中科院分区:
计算机科学4区
文献类型:
--
作者:
G. Miller;Mark A. Halstead;Michael Clifton

文献摘要

被引文献

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标准纹理映射硬件支持使用插值表面着色快速渲染颜色映射表面。新算法将其扩展到凹凸贴图、Phong着色和反射贴图。我们首先介绍我们希望优化的双向反射函数,分为漫反射,镜面反射和环境条件。投射漫反射项作为表查找,我们引入照明表和有效的方法来计算它们的遥远的灯光。我们还重新讨论了凹凸贴图的几何形状,扩展了Blinn(1978)的结果。我们考虑缓存渲染动画刚体的中间结果,推广到动画表面使用一种技术称为参数光栅化。最后,我们描述了有效的反射映射和讨论凹凸映射表面的影响。我们提出了一种快速的方法来渲染Phong亮点,并讨论了一个特殊的情况下,一个平面表面模拟水波纹。
Standard texture mapping hardware enables rapid rendering of color mapped surfaces with interpolated surface shading. New algorithms extend this to bump mapping, Phong shading, and reflection mapping. We first introduce the bidirectional reflectance function we wish to optimize, split into diffuse, specular and environment terms. Casting the diffuse term as a table lookup, we introduce lighting tables and efficient ways to compute them for distant lights. We also revisit the geometry of bump mapping, extending Blinn's (1978) results. We consider caching intermediate results for rendering animated rigid bodies, generalizing this to animated surfaces using a technique called parametric rasterization. Finally, we describe efficient reflection mapping and discuss implications for bump-mapped surfaces. We present a fast method for rendering Phong highlights and discuss a special case of a planar surface with simulated water ripples.