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Interactive GPU-based adaptive cartoon-style rendering

机译:基于交互式GPU的自适应卡通风格渲染

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In this paper we present a novel real-time cartoon-style rendering approach, which targets very large meshes. Cartoon drawing usually uses a limited number of colors for shading and emphasizes special effects, such as sharp curvature and silhouettes. It also paints the remaining large regions with uniform solid colors. Our approach quantizes light intensity to generate different shadow colors and utilizes multiresolution mesh hierarchy to maintain appropriate levels of detail across various regions of the mesh. To comply with visual requirements, our algorithm exploits graphics hardware programmability to draw smooth silhouette and color boundaries within the vertex and fragment processors. We have adopted a simplification scheme that executes simplification operators without incurring extra simplification operations as a precondition. The real-time refinement of the mesh, which is performed by the graphics processing unit (GPU), dramatically improves image quality and reduces CPU load.
机译:在本文中,我们提出了一种新颖的实时卡通风格渲染方法,该方法针对非常大的网格。卡通绘画通常使用有限数量的颜色进行着色,并强调特殊效果,例如急剧的曲率和轮廓。它还用均匀的纯色绘制其余的大区域。我们的方法量化光强度以生成不同的阴影颜色,并利用多分辨率网格层次结构来在网格的各个区域中保持适当的细节水平。为了符合视觉要求,我们的算法利用图形硬件的可编程性在顶点和片段处理器内绘制平滑的轮廓和颜色边界。我们采用了一种简化方案,该方案执行简化运算符而不会产生额外的简化运算。由图形处理单元(GPU)进行的网格实时优化极大地提高了图像质量并减少了CPU负载。

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