基于镶嵌的三次Bezier曲面细分 |
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引用本文: | 徐冬,覃海宁. 基于镶嵌的三次Bezier曲面细分[J]. 景德镇高专学报, 2011, 26(4): 17-19 |
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作者姓名: | 徐冬 覃海宁 |
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作者单位: | 1. 南宁职业技术学院信息工程学院,广西南宁,530008 2. 广西经贸职业技术学院计算机信息工程系,广西南宁,530021 |
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摘 要: | 贝塞尔细分在图形显示、计算、设计等方面有着重要的理论和实际应用价值。本文运用DirectX11的镶嵌实现赡塞尔曲面细分,运用Bernstein多项式矩阵表示逼近Bezier曲面,并通过GPU处理大幅提升曲面细分渲染速度。从外壳着色器和域着色器获得了编程灵活性,又兼顾从一种固定功能硬件分块器中获得巨大的性能提升。
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关 键 词: | 镶嵌 Bezier曲面 曲面细分 GPU编程 |
Implementation Gradient Animation By GPU Based on HLSL |
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Affiliation: | XU Dong QIN Hai- Ning(1 ,School of Information Engineering,Nanning College for Vocational Technology, Nanning Guangxi, 530008; 2,Department of Computer Information Engineering,Guangxi Economic&Trade Polytechnic,Nanning Guangxi 530021 ) |
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Abstract: | Bezier subdivision in graphics, computing, design, and so has important theoretical and practical value. We apply the Tessellation of DirectX 11 to achieve Bezier surface subdivision, utilize Bernstein polynomial matrixto represent approaching Bezier curved surface, and significantly enhance the surface treatment through the GPU rendering speed. From the shell, and domain shader programming flexibility,is available,we also give consideration to the fixedfunction hardware to get a huge performarice boost. |
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Keywords: | tessellation Bezier surface subdivision GPU programming |
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