基于误差控制的多分辨率纹理无缝映射
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  • 英文篇名:Multi-resolution texture seamless mapping based on error control
  • 作者:高保禄 ; 张冰 ; 窦明亮
  • 英文作者:GAO Bao-lu;ZHANG Bing;DOU Ming-liang;College of Software,Taiyuan University of Technology;
  • 关键词:大规模地形 ; 误差控制 ; 运动预测 ; 多分辨率 ; 无缝纹理映射
  • 英文关键词:large-scale terrain;;error control;;motion prediction;;multi-resolution;;seamless texture mapping
  • 中文刊名:SJSJ
  • 英文刊名:Computer Engineering and Design
  • 机构:太原理工大学软件学院;
  • 出版日期:2018-12-16
  • 出版单位:计算机工程与设计
  • 年:2018
  • 期:v.39;No.384
  • 语种:中文;
  • 页:SJSJ201812030
  • 页数:5
  • CN:12
  • ISSN:11-1775/TP
  • 分类号:182-186
摘要
针对大规模地形纹理映射时存在的裂缝问题,通过埃尔米特插值法对视点运动进行判断,将角度与距离加权计算,生成多参数纹理像素信息;进行视锥裁剪时,结合根据视点位置与视线方向构造的基于地形块的包围球;由多分辨率级别、包围球半径计算纹理误差,保证地形纹理无缝绘制。以上即本文提出的一种基于误差控制的多分辨纹理无缝映射的方法。实验结果表明,该方法在保证帧速率变化不大的情况下,纹理误差计算更精确,更好地保证了地形纹理的衔接性,避免了纹理块拼接产生的裂缝。
        Aiming at the crack problem of large scale terrain texture mapping,the viewpoint motion was judged using Hermite interpolation method,and weight of angles and distances were calculated to generate multi-parameter texture pixel information.When the frustum was cropped,the bounding sphere based on the terrain block was combined with the position of the viewpoint and the direction of sight.The texture error was calculated using the multi-resolution level and bounding sphere radius.The above was a method of multi-resolution texture mapping based on error control.Experimental results show that the frame rates are high,texture error calculation is more accurate.It can ensure the consistency of the terrain texture,and avoid the crack texture splicing producing.
引文
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