摘要
由于现有三维引擎在处理重复纹理时,是对整张纹理进行重复,而不是对纹理中的部分内容进行重复,因此当纹理合并后,原来被用来重复贴图的单张纹理成了合并后纹理的一部分,而无法表示正确的重复贴图。本文针对该问题,研究了剖分模型、合并重复贴图以及RTT(Render To Texture)三种纹理合并方法,开展了对比试验。最后,在三维场景中开展了纹理合并实验,验证了合并纹理能有效地提高场景加载与渲染效率。
When 3D engine process repeated texture ,it repeats the whole one ,not the parts of texture, so when tex- tures merged,the original single one which used to repeat becomes part of the merged texture. In this situation,the cor- rect repeat cannot be expressed. To solve the problem,this paper introduces three merging methods for 3D city models, such as splitting model, combining repeated textures and rendering to texture, and the differences of these three methods are compared. At last,experiments on texture merging are carried out in large 3D city scene, and results show that texture merging can effectively improves the efficiency of models loading and rending.
出处
《城市勘测》
2015年第6期17-20,共4页
Urban Geotechnical Investigation & Surveying
基金
重庆市应用开发计划项目(cstc2014yykf B40004)
关键词
三维模型
重复纹理
纹理合并
帧率
three-dimensional model
repeated texture
texture merging
frame rate