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Correcting texture mapping errors introduced by graphics hardware

机译:纠正图形硬件引入的纹理映射错误

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摘要

Most rendering engines subdivide arbitrary polygons into a collection of triangles, which are then rendered independently of each other. This procedure can introduce severe artifacts when rendering texture-mapped quadrilaterals. These errors result from a fundamental limitation: the impossibility of performing general projective mappings using only the information available at the vertices of a single triangle. Texture mapping involving arbitrary quadrilaterals has practical importance in applications that use real images as textures, such as in image-based modeling and rendering. The paper presents an efficient adaptive-subdivision solution to the problem, which, due to its simplicity, can be easily incorporated into graphics APIs.
机译:大多数渲染引擎将任意多边形细分为三角形的集合,然后将它们彼此独立地渲染。渲染纹理映射的四边形时,此过程可能会引入严重的伪影。这些错误是由一个基本限制引起的:仅使用单个三角形顶点上的可用信息就无法执行一般投影映射。涉及任意四边形的纹理映射在使用真实图像作为纹理的应用程序中具有实际的重要性,例如在基于图像的建模和渲染中。本文针对该问题提出了一种有效的自适应细分解决方案,由于其简单性,可以轻松地将其合并到图形API中。

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