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Texturing of Continuous LOD Meshes with the Hierarchical Texture Atlas

机译:用分层纹理地图集的连续雨率网格纹理

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For the rendering of detailed virtual environments, trade-offs have to be made between image quality and rendering time. An immersive experience of virtual reality always demands high frame-rates with the best reachable image quality. Continuous Level of Detail (cLoD) triangle-meshes provide an continuous spectrum of detail for a triangle mesh that can be used to create view-dependent approximations of the environment in real-time. This enables the rendering with a constant number of triangles and thus with constant frame-rates. Normally the construction of such cLoD mesh representations leads to the loss of all texture information of the original mesh. To overcome this problem, a parameter domain can be created, in order to map the surface properties (colour, texture, normal) to it. This parameter domain can be used to map the surface properties back to arbitrary approximations of the original mesh. The parameter domain is often a simplified version of the mesh to be parameterised. This limits the reachable simplification to the domain mesh which has to map the surface of the original mesh with the least possible stretch. In this paper, a hierarchical domain mesh is presented, that scales between very coarse domain meshes and good property-mapping.
机译:为了呈现详细的虚拟环境,必须在图像质量和渲染时间之间进行权衡。虚拟现实的沉浸体验总是要求具有最佳可达图像质量的高帧率。连续细节(CLOC)三角网格为三角形网格提供了一种连续的细节,可用于实时创建环境的视图依赖性近似值。这使得具有恒定数量的三角形并且具有恒定帧速率的渲染。通常,这种Clod网格表示的构造导致原始网格的所有纹理信息的丢失。为了克服这个问题,可以创建一个参数域,以便将曲面属性(颜色,纹理,普通)映射到它。该参数域可用于将Surface属性映射回原始网格的任意近似。参数域通常是要参数化的网格的简化版本。这限制了可到达的简化到域网格,其必须以最小可能的拉伸映射原始网格的表面。在本文中,呈现了一个分层域网格,在非常粗略域网格和良好的属性映射之间的尺度。

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