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GPU-Based Real-Time Deformation with Normal Reconstruction

机译:具有正常重构的基于GPU的实时变形

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摘要

Real-time deformation plays an important role in interactive applications such as video games. A new method of real-time dynamic deformation based on linear modal analysis is introduced in this paper. Compared to the existing techniques using the vertex program of the GPU to calculate vertex positions, our approach stores the modal displacement matrix in a series of 2D floating-point textures and the fragment program calculates vertex positions. We also encode the mesh neighbourhood information as an index form, and store it as textures. With a texture containing vertex positions, the fragment program can calculate vertex normals by local averaging. Experiments show that the proposed technique fully utilizes the parallel processing ability of the GPU, and it is suitable for the applications of real-time deformation.
机译:实时变形在诸如视频游戏之类的交互应用中起着重要作用。介绍了一种基于线性模态分析的实时动态变形新方法。与使用GPU的顶点程序计算顶点位置的现有技术相比,我们的方法将模态位移矩阵存储在一系列2D浮点纹理中,而片段程序计算顶点位置。我们还将网格邻域信息编码为索引形式,并将其存储为纹理。使用包含顶点位置的纹理,片段程序可以通过局部平均来计算顶点法线。实验表明,该技术充分利用了GPU的并行处理能力,适合实时变形的应用。

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