摘要
纹理映射和光照处理在实际应用中往往被分别计算结果。而在定光源模型下,基于仿射变换的纹理映射和Gouraud明暗处理以及Phong明暗处理在原理上却是一致的。光照处理可以使用纹理映射的方法实现,而且这种方式能更方便地将纹理映射、光照处理以及基于干扰函数的凸凹映射以纹理融合的方式合并为一次纹理映射,从而能加快计算速度。文中提出一种纹理映射与光照模型综合处理方法,该方法在不使用任何图形支持库下,而用软引擎实现真实感三维地貌显示系统,取得了理想的效果。
Texture mapping and the disposal of the illumination are usually processed separately in the practical application.However,in the fixed illumination model,the affine transformation based texture mapping and Gouraud shading or Phong shading have the same principle.And the disposal of the illumination can be implemented by texture mapping method;moreover,on its application,texture mapping and the disposal of the illumination and the disturbing function based bump mapping can be conflated easily by texture blending into a single mapping, thereby speeding up the calculation. Without using any part of graphic API, this method has successful application in the realistic three dimension landforrms display system during task research work.
出处
《计算机技术与发展》
2010年第1期232-234,238,共4页
Computer Technology and Development
基金
2008年国家创新基金(08C26216111454)
关键词
仿射变换
纹理映射
光照处理
affine transformation
texture mapping
illumination model