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Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds

机译:相对于可调整的失真阈值,优化纹理映射对象模型的实时渲染

摘要

A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.
机译:“介观结构渲染器”使用预先计算的多维“广义位移图”(GDM)在任意几何形状的开放和封闭表面上提供常规非高度场介观结构的实时渲染。通常,GDM表示从体积样本中的任何点沿任何射线投射到固体介观结构的距离。在给定预先计算的GDM的情况下,介观结构渲染器随后在对象空间和纹理空间中共同计算介观结构可见性,从而既可以控制纹理变形,又可以有效地计算纹理坐标和阴影。此外,在一个实施例中,介观结构渲染器使用常规计算机图形硬件来使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。在另一个实施例中,通过根据用户指定的可接受纹理变形的阈值自动减少渲染管线中的三角形数量,可以实现介观结构渲染的进一步加速。

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