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A Geometrical Based Method for Highly Complex Structured Textures Generation

机译:基于几何的高度复杂结构化纹理生成方法

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Conventional 2D or 3D texturing methods do not permit an efficient simulation of highly complex structured textures like fire, fur, cotton, etc. More recent techniques, using specific kinds of 3D textures, such as hy-pertextures or texels based on volume rendering algorithms, are more interesting for the simulation of such special types of textures. Unfortunately, these techniques remain still restricted because either they need a functional modelling of the object, as it is the case of hypertextures, or they are strictly limited to one specific kind of texture, as it is the case of texels. In this paper we present a new approach for applying a wide range of very different types of highly complex structured textures (fur, fire, water drops, cotton, fume, ...) on every kind of objects. This method is particularly based on the geometrical information given by a geometrical model (as the polyhedral or CSG modelling). Like hypertextures or texels, our method uses the volume density rendering, but it is free of the serious above mentioned restrictions of these methods. In addition, it allows an easy and very intuitive control of the global geometrical shape of generated textures. Its manipulation is simple even for a novice user.
机译:传统的2D或3D纹理化方法无法有效模拟高度复杂的结构化纹理,例如火,毛皮,棉花等。最近的技术是使用特定种类的3D纹理,例如基于体积渲染算法的超高纹理或纹理,对于这种特殊类型的纹理的仿真更加有趣。不幸的是,这些技术仍然受到限制,因为它们要么需要对对象进行功能建模(例如,超纹理),要么严格地限于一种特定类型的纹理(例如,纹理像素)。在本文中,我们提出了一种新方法,可以在各种物体上应用各种非常不同类型的高度复杂的结构化纹理(毛皮,火,水滴,棉花,烟尘...)。该方法尤其基于几何模型(如多面体或CSG建模)给出的几何信息。像超纹理或纹理像素一样,我们的方法使用体积密度渲染,但没有上述方法的严重限制。另外,它允许轻松,非常直观地控制生成纹理的整体几何形状。即使对于新手,其操作也很简单。

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