摘要
几何绘制 (GBR)是传统计算机图形学的研究内容 ,随着计算机图形学的发展 ,图象绘制 (IBR)成为研究热点 ,两者各有其优缺点 .其中 ,GBR具有绘制自由度大、速度慢等特点 ,需占用大量系统资源 ;而 IBR则正好相反 ,因此 ,寻找一种能够结合 GBR与 IBR优点 ,而又能克服其缺点的方法是必要的 .为了使几何绘制和图象绘制能够实现有机地结合 ,提出了一种全新的“基于几何与图象的混合绘制 (Geom etry and Image- Based Hybrid Rendering,GIBHR)”方法 ,并分析了 GIBHR的研究内容 ,同时给出了 GIBHR的绘制流程 .在此基础上 ,将 IBR领域的 3DWARP算法在几何绘制领域进行了进一步拓展与推论 ,证明了其可行性和有效性 ,提出了一种基于 3D WARP的混合绘制算法 ,最后对该算法进行了实验 .结果表明 ,该算法在提高几何绘制速度方面具有明显优势 。
Geometry based rendering(GBR) is a subject of traditional computer graphics, Along with the development of computer graphics, Image based rendering(IBR) becomes an important approach. GBR and IBR have advantage and disadvantage independently. This paper gives a novel approach of geometry and image based hybrid rendering(GIBHR) aiming at the status quo of computer graphics, analyses the research contents of GIBHR, and , gives a rendering pipeline of GIBHR. GIBHR can overcome the disadvantage of GBR and IBR, which can render geometry object and scene freely like GBR, and, has a high rendering speed like IBR, by texture map, it can keep high reality also. This paper expands algorithm of 3D WARP of IBR into geometry based rendering, proves the feasibility and validity, and, gives an algorithm of hybrid rendering based 3D WARP. This algorithm can overcome pixel discrete phenomenon of 3D WARP algorithm. At last, this paper gives an experiment result of hybrid rendering algorithm, it proves that the algorithm of hybrid rendering based 3D WARP can speed the rendering of geometry models obviously, and it has the ability of space anti aliasing.
出处
《中国图象图形学报(A辑)》
CSCD
北大核心
2001年第7期710-714,共5页
Journal of Image and Graphics