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Extension of fast phong shading technique for bump mapping

机译:快速phong阴影技术扩展到凹凸贴图

摘要

A method for implementing bump mapping is provided that is fast enough to be used with real time interactive graphics products. Computationally expensive color values are precalculated for a sample of normal vector orientations as a function of orientation-dependent color variables, collected in a color map, and referenced through the color variables. The color variables are linearly related to angle coordinates that specify the normal vector orientations in a selected coordinate system. Angle coordinates are determined for the vertices of the polygons representing the object to be imaged. During rendering, the vertex angle coordinates are interpolated to provide pixel angle coordinates. Modified angle coordinates are generated by combining the angle coordinates with angle perturbations provided by a perturbation source, and converted to color variables. Color values referenced by the color variables are assigned to the corresponding pixels.
机译:提供了一种用于实现凹凸映射的方法,该方法足够快以与实时交互式图形产品一起使用。对于法向矢量方向样本,根据方向相关的颜色变量预先计算出计算上昂贵的颜色值,将其收集在颜色图中,并通过颜色变量进行引用。颜色变量与角度坐标线性相关,角度坐标指定了所选坐标系中的法向矢量方向。确定代表要成像的对象的多边形的顶点的角度坐标。在渲染期间,对顶点角度坐标进行插值以提供像素角度坐标。修改后的角度坐标是通过将角度坐标与扰动源提供的角度扰动相结合而生成的,并转换为颜色变量。由颜色变量引用的颜色值分配给相应的像素。

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