摘要
纹理映射是计算机真实感绘图过程中一个重要的环节.本文针对传统纹理映射技术存在纹理接缝及收敛速度慢的问题,将基于网格曲面的三分细分模式应用于纹理映射,设计了基于三分细分模式的纹理映射算法.该算法首先对曲面控制网格和纹理图像进行相同次数的三分细分,并为所得的曲面网格坐标和纹理图像坐标建立索引表,然后通过索引表建立它们之间的对应关系,以获得纹理曲面.仿真实验结果表明,基于三分细分的纹理映射在保证较快的网格曲面收敛速度的同时,可获得较高的纹理质量.
Texture mapping is an important procedure when drawing virtual scenes. In order to solve the seam bring about by traditional texture mapping technology and raise convergence speed, we apply the ternary subdivision scheme in texture mapping and design an algorithm on this basis. First, execute same times ternary subdivision on both control mesh and texture image, build index tables for coordinates of mesh surface and texture image coordinates, then get a surface with texture by corresponding the two index tables. The simulation shows that the algorithm of texture mapping based on ternary subdivision scheme ensures rapid convergence of mesh surface and gains a higher texture quality.
出处
《兰州大学学报(自然科学版)》
CAS
CSCD
北大核心
2009年第F06期153-156,共4页
Journal of Lanzhou University(Natural Sciences)
关键词
三分细分
纹理映射
网格曲面
ternary subdivision
texture mapping
mesh surface