该算法摈弃了传统的将三维点模型三角面片化的繁琐过程,直接在三维点模型上进行纹理合成.该方法建立三维点模型上各离散点之间的邻域关系,在点模型上建立光顺的方向场,控制模型表面纹理合成的方向.以方向场为基础,建立三维模型与样图的映射关系,实现纹理合成.采用不同大小、不同纹理结构的样图,在点模型上进行三维纹理合成实验.实验结果表明,与传统的基于网格模型的三维纹理合成方法相比,此方法在保证纹理合成质量的同时,大大提高了合成速度.%The algorithm synthesized texture directly on the three-dimensional point-sampled geometry, instead of relying on the conventional and complicated way of triangulation of three-dimensional point-sampled geometry. It controlled the direction of texture synthesis on the sample surface by means of setting up an orientation field of fairing on the three-dimensional point-sampled geometry. On the basis of orientation field, a mapping relation between tree-dimensional point-sampled geometry was made and texture was synthesized as a result The experimental results indicate that, comparing with the conventional three-dimensional texture synthesis based on sampling grid, the method greatly increase the speed of synthesis meanwhile guaranteeing its quality.
展开▼