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基于法向映射的复杂模型的实时绘制技术
引用本文:张华琪,王毅刚.基于法向映射的复杂模型的实时绘制技术[J].系统仿真学报,2003,15(3):343-346.
作者姓名:张华琪  王毅刚
作者单位:杭州电子工业学院虚拟现实和多媒体实验室,杭州,310037
摘    要:为了达到绘制实时,通过用简化的、带有法向映射的三角形模型来逼近原始复杂模型是一种非常有效的方法。算法针对地形模型和一般的三角形网格模型,提出了不同的法向映射的构造方法。这些方法能充分利用现今图形卡的加速功能来快速地生成法向映射纹理。对于已生成的带有法向映射的简化模型,算法给出了两种实时绘制技术,一种方法是适用于一般图形卡,另一种是适用于具有硬件加速的像素渲染功能的图形卡。实验结果显示,算法能在保持较高的绘制帧率的同时保留与原始模型相近的细节。

关 键 词:法向映射  地形三角形网格模型  多阶段绘制  像素渲染
文章编号:1004-731X(2003)03-0343-04
修稿时间:2002年12月25

Real-time Rendering Detailed Model Based on Normal Maps
ZHANG Hua-qi,WANG Yi-gang.Real-time Rendering Detailed Model Based on Normal Maps[J].Journal of System Simulation,2003,15(3):343-346.
Authors:ZHANG Hua-qi  WANG Yi-gang
Abstract:Approximating complex models with coarse, normal mapped meshes is a very efficient method for real-time rendering of complex objects with fine surface detail. In this paper, we present two different methods to generate normal map for terrain models and general triangle meshes. These methods can fast generate normal maps by making great use of hardware supported functions. For normal mapped simplified models, two real-time rendering methods are presented in the paper, one is suitable for common graphics cards, and the other is suitable for special cards which support PerPixel shading. The results show that our methods can render normal mapped meshes whose original models have around 1 million triangles by 15 frames per second on common graphics cards, and by above 200 frames per second on the special graphics cards, without losing details of original models.
Keywords:normal map  terrain model  multi-pass rendering  PerPixel Shading  
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