摘要
当前,虽然基于二维图像映射定义的传统二维纹理已得到广泛应用。但是它有很多局限性。这是因为很多三维模型在纹理空间中进行参数化是非常困难的,例如隐式表面、细分表面和高密度或高细节的多边形网格。基于八叉树纹理定义,提出了一种新型的自适应八叉树纹理绘画算法。和传统的八叉树纹理映射算法相比,不但占用更少的存储空间,而且实现了基于GPU的纹理查询,有更快的查找速度。
Traditional Texturing by using a set of two dimensional image maps is an established and widespread practice.However,it has many limitations.Parameterizing a model in texture space is very difficult,particularly with representations such as implicit surfaces,subdivision surfaces,and very dense or detailed polygonal meshes.Based on an adaptive octree textures method,a kind of 3D volumetric texture approach is proposed which has less storage requirements to general octree textures maps.In addition,it carries on texture lookup in the GPU,which makes lookup much faster.
出处
《工程图学学报》
CSCD
北大核心
2010年第4期39-44,共6页
Journal of Engineering Graphics