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An Adaptive Method for Shader Simplification

机译:一种适用于着色器简化的自适应方法

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摘要

Programmable shader is a powerful tool to describe objects' appearances in the realm of computer graphics. However, executing shaders takes up much time during rendering and can easily go beyond the computer hardware capability. We present a novel method to simplify both programmable shaders based on Render Man Shading Language and geometries for reducing rendering time with little quality loss. Given a level, we use progressive mesh to simplify geometries adaptively to obtain an appropriate representation, besides, shaders can also be automatically simplified by applying our simplification rules. To our knowledge, research on geometry level of detail often combines texture level of detail, whereas our approach is the first to implement the combination of geometry level of detail and shader level of detail.
机译:可编程着色器是一个强大的工具,用于描述计算机图形学领域中的对象的出现。但是,执行着色器在渲染过程中占用了很多时间,并且可以轻松超出计算机硬件功能。我们提出了一种基于渲染男人着色语言和几何的可编程着色器来简化可编程着色器的新方法,用于减少渲染时间几乎没有质量损失。给定级别,我们使用逐行网格自适应地简化几何形状以获得适当的表示,除了应用我们的简化规则,也可以自动简化着色器。为了我们的知识,对几何细节水平的研究经常结合纹理细节水平,而我们的方法是第一个实现几何细节水平和着色器细节水平的组合。

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