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)