In this paper, we propose a novel method for normal texture editing based on shading maps. The presented method can be applied on both photo-realistic rendering and non-photorealistic rendering (NPR). By introducing shading interval constraints, the normal texture editing problem is characterized by a quadratic programming approach, which can be accelerated by GPU techniques. Experiments are presented, showing that for a 1024×1024 size normal texture, the computation costs only 3. 6 milliseconds. The experimental results show that our proposed method is user-friendly and can be performed in real-time.%为了适于真实及非真实感图形绘制,提出一种基于绘制着色图的法向纹理编辑方法.通过引入着色区间约束概念,设计了一个法向纹理到着色图的非线性二次规划问题模型,并利用GPU技术实现了算法加速,方便了用户交互操作.实验结果表明,对于1024×1024大小的法向纹理,迭代计算的平均时间为3.6ms,能够达到实时的交互.
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