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首页> 外文期刊>International Journal of Image and Graphics >FAST HYBRID SHADING: AN APPLICATION OF FINITE ELEMENT METHODS IN 3D RENDERING
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FAST HYBRID SHADING: AN APPLICATION OF FINITE ELEMENT METHODS IN 3D RENDERING

机译:快速混合着色:有限元方法在3D渲染中的应用

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This paper is an attempt to improve the quality of Gouraud shading with minimum increase in the computation requirements. It presents algorithms for intermediate quality shading i.e. the quality of shading is better than Gouraud shading and nearly comparable to the quality of bi-quadratic Phong shading, at the same time, algorithms are very fast as compared to bi-quadratic Phong shading. Three algorithms are discussed. The first algorithm uses hybrid shading in which bi-quadratic interpolation of intensity is performed on the edges of a triangle and linear interpolation of intensity is performed on the scan line. Hybrid shading, in which bi-quadratic interpolation of normals is performed on the edges and linear interpolation of intensity is performed on the scan line, has been proposed in the second algorithm. In the third algorithm, bi-cubic interpolation of intensity is performed on the edges and linear interpolation of intensity is performed on the scan line. The paper also presents an incremental method for fast calculation of area coordinates and shape functions enhancing the speed of the algorithms.
机译:本文尝试以最小的计算需求增长来提高Gouraud阴影的质量。它提出了中等质量阴影的算法,即阴影的质量优于Gouraud阴影,并且几乎可以与双二次Phong阴影的质量相提并论,同时,与双二次Phong阴影相比,算法非常快。讨论了三种算法。第一种算法使用混合阴影,其中对三角形的边缘执行强度的二次二次插值,对扫描线执行强度的线性插值。在第二算法中已经提出了混合阴影,其中对边缘进行法线的二次二次插值,而对扫描线进行强度的线性插值。在第三算法中,在边缘上执行强度的双三次插值,而在扫描线上执行强度的线性插值。本文还提出了一种增量方法,用于快速计算区域坐标和形状函数,从而提高了算法的速度。

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