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Approximation of level of detail calculation in cubic mapping without attribute delta function

机译:没有属性增量函数的三次映射中的详细程度计算的近似值

摘要

A method of cubic mapping with texturing is described. Neighboring pixels on an object are mapped to adjacent faces of the cube, but these adjacent faces do not guarantee continuity in the texture mip-map associated with each face. Therefore, the u and v texture map coordinates are adjusted after mapping to adjacent faces to make a continuity adjustment that insures that the LOD for the texture mip-map is the same for each adjacent face. The continuity adjustment includes either switching the u coordinate with the v coordinate or negating one of the coordinates or both. Additionally, if the u and v coordinates are normalized, the normalization may be compensated by adding or subtracting unity from the adjusted coordinate. After the continuity adjustment is made an approximation to the derivative is computed and used to determine the LOD for the mip-map. Texturing can then proceed using the LOD.
机译:描述了一种带有纹理的三次映射的方法。对象上的相邻像素映射到立方体的相邻面,但是这些相邻面不能保证与每个面关联的纹理mip贴图中的连续性。因此,u和v纹理贴图坐标在映射到相邻面之后进行调整,以进行连续性调整,以确保纹理mip贴图的LOD对于每个相邻面都相同。连续性调整包括将u坐标转换为v坐标,或者取反其中一个坐标,或者两者取反。另外,如果对u和v坐标进行了归一化,则可以通过从调整后的坐标中增加或减去1来补偿归一化。进行连续性调整后,将计算导数的近似值,并用于确定mip贴图的LOD。然后可以使用LOD进行纹理处理。

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