摘要
该文提出一种模拟绘画的三维几何纹理生成方法 .该方法的主要思想如下 :(1)对物体表面进行近似等距离分点 ;(2 )假设在各分点处放置一个个小球 ,利用这些小球来获得物体表面的总体明暗信息 ;(3)建立各分点处画元的绘制模式 ;(4)在绘制阶段 ,利用所获得的光照信息和画元的绘制模式在各分点处绘制画元 ,以获得符合物体表面总体明暗调子的几何纹理 ;(5 )在上述工作的基础上 ,通过对画元实施一系列操作来获得更为复杂的几何纹理 .与传统方法相比 ,该文所给出的几何纹理生成技术具有对信息处理的同一性、可对画面信息进行离散处理、所生成的纹理更具立体感和速度快等特性 .实验结果验证了方法的有效性 .
This paper proposes a novel approach based on simulating painting to generate 3D geometry texture. Its main idea is as follows: (1) computing the partition points from the surface of object in almost equidistance way; (2) using the small balls on the surface of object to get the light intensity of the surface of object; (3) building the rendering models of every primary element on the surface of object; (4) using the light intensity of the surface of object and the rendering models of primary elements to render the every primary element so as to obtain the 3D geometry texture; and (5) performing some operations to the primary elements so as to render some more complex geometry textures, such as controlling the color of primary elements, disturbing the primary elements, growing primary elements on the surface of objects, and blending foregoing several operations etc. The proposed method has some excellent properties, such as the identity of computing the brightness at every partition point, the separability of processing the information on the surface of object, generating 3D geometry texture effectively, and simple calculations, etc. Simulation results show it is effective.
出处
《计算机学报》
EI
CSCD
北大核心
2002年第9期982-986,共5页
Chinese Journal of Computers
基金
国家教育部博士点基金 (2 0 0 10 183 0 41)
南京大学软件新技术国家重点实验室基金资助