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Using Perceptual Texture Masking for Efficient Image Synthesis

机译:使用感知纹理遮罩进行有效的图像合成

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摘要

Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant. Our new method precomputes the masking ability of textures using aspects of the JPEG image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation times as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated. Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present.
机译:纹理映射已成为图像合成中不可缺少的丰富视觉细节的廉价来源。不太明显,但同样有用的是,它能够掩盖由于几何形状或光照不正确而导致的图像错误。当产生的错误在感知上不重要时,可以通过消除计算来使用此功能来显着加速渲染。我们的新方法使用JPEG图像压缩标准的各个方面来预先计算纹理的掩盖能力。这些额外的信息作为阈值高程因子存储在纹理的mip贴图中,并在图像生成时进行插值,作为常规纹理查找过程的一部分。然后,使用容错或可见性阈值的任何算法都可以利用纹理遮罩。演示了在自适应阴影测试,辐照度缓存和路径跟踪中的应用。与现有方法不同,我们的方法不需要在利用掩膜之前先计算初始图像,并且仅产生可忽略的运行时计算开销。因此,与静态和动态场景的现有渲染系统集成起来都非常容易,即使仅存在少量纹理遮罩,也可以节省计算量。

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