The Reyes image rendering architecture

The Reyes image rendering architecture
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DOI:
10.1145/37401.37414
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发表时间:
1987-08
期刊:
Proceedings of the 14th annual conference on Computer graphics and interactive techniques
影响因子:
--
通讯作者:
R. L. Cook;L. Carpenter;E. Catmull
R. L. Cook;L. Carpenter;E. Catmull
中科院分区:
其他
文献类型:
--
作者:
R. L. Cook;L. Carpenter;E. Catmull

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提出了一种用于复杂图像的快速高质量渲染的架构。所有对象都被简化为称为微多边形的常见世界空间几何实体,并且所有着色和可见性计算都在这些微多边形上进行。每种类型的计算都在适合该类型计算的坐标系中执行。在对象的局部坐标系中创建微多边形并对其进行纹理化,从而简化和改进了纹理过滤。可见性是使用 z 缓冲区的随机点采样在屏幕空间中计算的。没有剪切或逆透视计算。利用几何和纹理局部性来最小化分页并支持包含任意多个图元的模型。
An architecture is presented for fast high-quality rendering of complex images. All objects are reduced to common world-space geometric entities called micropolygons, and all of the shading and visibility calculations operate on these micropolygons. Each type of calculation is performed in a coordinate system that is natural for that type of calculation. Micropolygons are created and textured in the local coordinate sysem of the object, with the result that texture filtering is simplified and improved. Visibility is calculated in screen space using stochastic point sampling with a z buffer. There are no clipping or inverse perspective calculations. Geometric and texture locality are exploited to minimize paging and to support models that contain arbitrarily many primitives.