摘要
文章提出了一种基于球形光线追踪的位移贴图算法。该算法相对于传统的位移贴图算法,不需要调整原几何体的三角形面,降低了中央处理器和图形处理器的负担,并且克服了基于等间隔采样的光线追踪算法收敛速度慢,可能出现采样失真的问题。最后,论文还针对目前的图形硬件的可编程特性,对算法进行了硬件加速,使该算法能满足虚拟现实程序所要求的实时性。
In this paper,a displacement mapping algorithm based on sphere ray-tracing is introduced.Compared to traditional algorithms,this method doesn't need to rectify the triangular faces of the original geometry and relieves the burden of the CPU and the GPU,The convergent rate is higher than that of the algorithm based on fixed step sampling,it also overcomes the problem of distortion,Finally,according to the programmable characteristic of hardware,we accelerat the algorithm,so that the algorithm can satisfy the real-time requirement of the virtual reality programming.
出处
《计算机工程与应用》
CSCD
北大核心
2006年第28期77-79,共3页
Computer Engineering and Applications
基金
博士点基金资助项目(编号:20040699015)
关键词
位移贴图
光线追踪
硬件加速
displacement mapping,ray-tracing,hardware-accelerate