纹理映射技术的研究及实现
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摘要
纹理映射技术用于生成物体表面的纹理细节,是真实感图形技术的重要组成部分,也是计算机图形学的一个重要研究内容。依据纹理定义域的不同可把纹理划分为二维纹理与三维纹理。在二维纹理方面,本文讨论了适用于参数曲面的Catmull算法与Blinn算法,适用于一般曲面的两步纹理映射技术,现已广为应用的环境纹理映射技术及凸包纹理映射技术,还分析了纹理映射的几种快速反走样技术。在此基础上,针对实际应用的需要提出了基于中间曲面的局部纹理映射方法;针对球面纹理映射变形问题进行了深入的研究并提出了有效的改进方案。在三维纹理方面,重点分析了几种常用的过程纹理函数与Fourier纹理合成技术,并对传统的木纹函数进行了改进。此外,本文还介绍了OpenGL在纹理映射中的应用方法,并在部分章节给出了基于OpenGL实现的纹理映射实例。
Texture mapping technique is used to generate texture details on objects. It plays an important part in rendering realistic pictures and is one of the major research areas of computer graphics. According to the regions where the texture is defined, texture is generally classified as two-dimensional texture and three-dimensional texture. Two-dimensional texture mappings are summarized in this paper including Catmull algorithm and Blinn algorithm, two-step texture mapping, environment mapping and bump mapping. Moreover, a new method of regional texture mapping based on intermediate surface is presented and a new algorithm is promoted to reduce texture distortion in the process of mapping onto the sphere surface. Antialiasing in two-dimensional texture mappings is also discussed including a modified summed-area table algorithm. Three-dimensional texture mappings are summarized including several procedural texture functions and Fourier synthesis techniques. OpenGL is also introduced in this paper and some realization examples of texture mapping based on OpenGL are presented in some chapters.
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