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Bi-Quadratic Interpolation of Intensity for Fast Shading of Three Dimensional Objects

机译:强度物体的双二次插值以快速遮盖三维物体

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摘要

The researchers in the field of computer graphics are often confronted with the trade off between visual realism and computational cost. So far, Phong or Gouraud shading methods have been treated as well established shading methods and attempts have been made to improve visual realism or to reduce computational cost or both. Both these methods use linear interpolation to compute the normals or intensity respectively, at each point on the surface. However, it has been proved that no surface would yield illumination distribution generated by the traditional Phong shading. Attempts have been made to improve the defects of linear interpolation. One such attempt is the use of BiQuadratic normal vector interpolation. In this paper we have made an attempt to achieve the visual realism of the BiQuadratic interpolation method and at the same time we have reduced the cost of shading.
机译:计算机图形学领域的研究人员经常面临视觉现实主义和计算成本之间的折衷。到目前为止,Phong或Gouraud着色方法已被视为已建立的着色方法,并已尝试改善视觉逼真度或降低计算成本或两者兼而有之。这两种方法都使用线性插值分别计算表面上每个点的法线或强度。但是,已经证明没有表面会产生传统Phong阴影生成的照明分布。已经尝试改善线性插值的缺陷。一种这样的尝试是使用BiQuadratic法向矢量插值。在本文中,我们尝试实现BiQuadratic插值方法的视觉真实感,同时降低了着色的成本。

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