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New Mathematical Method for Computer Graphics

机译:计算机图形学的新数学方法

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Rendering two-dimensional data in the case of rough, complex surfaces is a challenge in computer graphics. Typically, splines with knots and control points are used, and while they yield useful surfaces they can be of poor quality, or can be difficult to apply. Fundamentally splines are local. An alternative mathematical method is to construct global methods which can be tuned to have polynomial behavior, or behave in ways that are not as restrictive, and which can be local, or not, depending on user input. This study examines a hybrid method of stochastic interpolation built around Bernstein functions. This approach is non-polynomial and global, but readily computable and can successfully fit complex two-dimensional surface data to obtain high quality at low computational cost. The representation of parametric surfaces in 3 dimensions can be achieved using approximation, or interpolation using this method. The generation of computational surfaces rendered using OpenGL, shows that this hybrid method of Bernstein function interpolation is a sound approach to surface rendering, and computational issues in achieving speed with accuracy are discussed. The hybrid method is shown to be robust, and can be selectively adjusted to yield controlled smoothing of the surface data. The method enables use of computational stencils of arbitrary size, and permits the construction of infinitely differentiable surfaces if needed.
机译:在粗糙的复杂表面的情况下渲染二维数据是计算机图形中的挑战。通常,使用具有结和控制点的花键,虽然它们产生有用的表面,但它们可以具有差的质量,或者可能难以施加。从根本上呈界面是本地的。替代的数学方法是构建可以调整的全局方法具有多项式行为,或者以不用限制的方式行事,并且可以是本地的,而是根据用户输入。本研究审查了围绕伯恩斯坦函数内置的随机插值的混合方法。这种方法是非多项式和全局,而是可以容易地计算,并且可以成功地符合复杂的二维表面数据,以低计算成本获得高质量。可以使用近似或使用该方法的近似来实现3维度中的参数表面的表示。使用OpenGL呈现的计算表面的产生表明,伯尔斯坦函数插值的这种混合方法是曲面渲染的声音方法,并讨论了以准确度实现速度的计算问题。混合方法被示出为稳健,并且可以选择性地调整以产生表面数据的控制平滑。该方法能够使用任意尺寸的计算模板,并且如果需要,允许构造无限可分散的表面。

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