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基于着色区间约束的法向纹理编辑方法

Normal Texture Editing Based on Shading Interval Constraints
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摘要 为了适于真实及非真实感图形绘制,提出一种基于绘制着色图的法向纹理编辑方法.通过引入着色区间约束概念,设计了一个法向纹理到着色图的非线性二次规划问题模型,并利用GPU技术实现了算法加速,方便了用户交互操作.实验结果表明,对于1024×1024大小的法向纹理,迭代计算的平均时间为3.6ms,能够达到实时的交互. In this paper,we propose a novel method for normal texture editing based on shading maps.The presented method can be applied on both photo-realistic rendering and non-photorealistic rendering(NPR).By introducing shading interval constraints,the normal texture editing problem is characterized by a quadratic programming approach,which can be accelerated by GPU techniques.Experiments are presented,showing that for a 1024×1024 size normal texture,the computation costs only 3.6 milliseconds.The experimental results show that our proposed method is user-friendly and can be performed in real-time.
出处 《计算机辅助设计与图形学学报》 EI CSCD 北大核心 2011年第12期2067-2073,共7页 Journal of Computer-Aided Design & Computer Graphics
基金 国家自然科学基金面上项目(61070073)
关键词 法向贴图 实时编辑 GPU 从着色重建形状 区间约束 normal map real-time editing GPU shape from shading internal constraints
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