GDC 2000 : Advanced OpenGL A Practical and Robust Bump-mapping Game Development Technique for Today ’ s GPUs 1 A Practical and Robust Bump-mapping Technique for Today ’ s GPUs

GDC 2000 : Advanced OpenGL A Practical and Robust Bump-mapping Game Development Technique for Today ’ s GPUs 1 A Practical and Robust Bump-mapping Technique for Today ’ s GPUs
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GDC 2000:高级 OpenGL 适用于当今 GPU 的实用且强大的凹凸映射游戏开发技术 1 适用于当今 GPU 的实用且强大的凹凸映射技术

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发表时间:
2000
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通讯作者:
M. Kilgard
M. Kilgard
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作者:
M. Kilgard

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凹凸贴图是一种法线扰动渲染技术,用于模拟由局部平滑曲面上的图案不规则性引起的照明效果。通过在纹理贴图中编码这样的表面图案,基于纹理的凹凸贴图模拟表面的规则照明外观,而不将图案建模为对表面的真实几何扰动。凹凸映射是有利的,因为它可以将用于每像素照明计算的小尺度表面的基于纹理的描述与高效变换和光栅化所需的大尺度对象形状的基于顶点的描述解耦。本文描述了一种实用且强大的凹凸映射技术,适合当今图形处理器单元(GPU)的功能。本文包括引言在内共分为六个部分。第二部分介绍了凹凸贴图的原理。第三部分回顾了几种现有的硬件凸点映射技术。第四部分介绍了NVIDIA GeForce 256和Quadro GPU的立方体贴图纹理和“寄存器组合器“功能。这些特征的结合是第五部分中介绍的凹凸映射技术的基础。该技术在当前一代NVIDIA GPU上实现了实时性能。该技术可以对环境光、漫反射光和镜面反射光、纹理表面贴图以及衰减和聚光灯照明进行建模。该技术是显着的,因为它的鲁棒性和相对的忠实于Blinn的原始数学公式凹凸贴图。第六部分结束。几个附录提供了OpenGL实现细节。
Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface’s i rreg lar lighting appearance without modeling the patterns as true geometric perturbations to the surf ace. Bump mapping is advantageous because it can decouple a texture-based description of small-scale surf ace i regularities used for per-pixel lighting computations from the vertexbased description of large-scale object shape required for efficient transformation and rasterization. This paper describes a pra t cal and robust bump-mapping technique suited for the capabilities of today’s Graphics Processor Units (GPUs). This paper has six sections including the introduction. The second section presents the theory of bump mapping. The third sec tion reviews several existing hardware bump-mapping techniques. The fourth section describes the cube map texturing and “register combiners ” features of NVIDIA’s GeForce 256 and Quadro GPUs. These features in combination are the basis for the bump mapping technique presented in the fifth section. This technique achieves real-time performance on current generation NVIDIA GPUs. The techniqu e can model ambient, diffuse, and specular lighting terms, a textured surface decal, and attenuated and spotlight illumination. The technique is notable because of its r obustness and relative fidelity to Blinn’s original mathematical formulation of bump mapping. The sixth section concludes. Several appendices provide OpenGL implementation details.