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表面不规则物件的3D仿真设计与实现

3D Simulation Design and Realization of Bump Interface Object
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摘要 表面不规则物件仿真通常采用光线实时计算和基于复杂几何多边形建模的方式进行表面不规则仿真。这种传统的方式虽然逼真度、实时准确性非常高,但因为其几何多边形复杂,往往实时性不高,资源消耗巨大。该文充分利用当今3D硬件的可编程能力,用逐像素凹凸映射等技术建立光学模型,尽管这种方法建立的不规则物件仿真并非很准确,但视觉效果非常逼真,很适于仿真、游戏等实时性要求很高的应用领域。 CG reflecting model has been a major research topic for a long time now. Realistically simulating has proven very difficult, due to the inherent complexity of the physical processes involved. Most photorealistic solutions use a form of real-time ray tracing and complex differential triangle quantities in big topograph. Unfortunately, such accurate approaches often take many hours of render time per frame. With the advance of programmable 3D hardware, the article discusses methods such as per pixel bump mapping. It is not accurate, but convincing to the human eye. And, it is pretty appropriate to interactive contexts such as video games, simulation and so on.
出处 《计算机工程》 EI CAS CSCD 北大核心 2006年第13期217-219,共3页 Computer Engineering
关键词 表面不规则物件 3D仿真 逐像素凹凸映射 Bump interface object 3D simulation Per pixel bump mapping
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参考文献3

  • 1Watt A,Policarpo F.3D Games Real-time Rendering and Software Technology(第1版)[M].北京:机械工业出版社,2004.
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