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Relief mapping for urban and natural environments rendering

机译:用于城市和自然环境渲染的浮雕贴图

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摘要

Terrain models typically contain huge amount of data so they are very time consuming for visualization purposes. This especially comes to the forefront when urban environments are included. The main compromise in representation of the complex environments is between achieved quality and time consumption. With the simple texture representation of complex environments we will accomplish fast application, and with the large polygonal meshes, high quality of the rendered scene. In this paper we propose rendering of urban and natural environments using parallax and relief mapping. This approach combines benefits of the rendering of polygonal meshes and texture approach. Thereby, in the proposed approach improved quality on the one side and increased speed on the other side is combined. The applicability of the method is demonstrated trough parallax and relief mapping within the Irrilicht open source graphics engine. The shaders programs were made with the GLSL shader language. As the result, the tests were made to determine the possible usage of parallax and relief mapping in the display of natural and urban environments.
机译:地形模型通常包含大量数据,因此在可视化方面非常耗时。当包括城市环境时,这尤其突出。表示复杂环境的主要折衷方法是在获得的质量和时间消耗之间。使用复杂环境的简单纹理表示,我们将完成快速应用,并使用大的多边形网格和高质量的渲染场景。在本文中,我们建议使用视差和浮雕贴图渲染城市和自然环境。这种方法结合了多边形网格渲染和纹理方法的优点。因此,在所提出的方法中,一方面提高了质量,另一方面提高了速度。该方法的适用性已在Irrilicht开源图形引擎中通过波谷视差和浮雕映射得到了证明。着色器程序是使用GLSL着色器语言制作的。结果,进行了测试以确定在自然和城市环境的显示中可能使用的视差和浮雕贴图。

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