基于网格简化和表面光场的实时绘制技术研究-计算机应用技术专业论文.docxVIP

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基于网格简化和表面光场的实时绘制技术研究-计算机应用技术专业论文.docx

捅要维表面光场,然后在预处理阶段就对这些基于“三角形对”的光场矩阵进行非均 捅要 维表面光场,然后在预处理阶段就对这些基于“三角形对”的光场矩阵进行非均 匀分解,形成二维表面纹理和视点纹理,并按照三角形面积的大小对纹理进行排 序,其中的矩阵分解次数由用户指定的重建质量决定。最后在绘制阶段采用纹理 映射和分组技术进行任意视点和方向的实时显示,充分利用了图形硬件的加速功 能。 实验结果表明,以上两种技术能够在较大程度上提高绘制效率,并且能够达 到较高的绘制质量。在文章的结论部分,对于以上二者的发展以及进一步结合进 行了展望。 关键词: 网格简化;边折叠;基于图象的绘制(IBR);表面光场;纹理映射 主元分析(PCA) ABSTRACT ABSTRACT With the widespread adoption of technologies such computer animation and virtual environments,three dimensional rendering is becoming more and more important.With the progress computer graphics in fbrty years,real—time rendering of complex objects and remains big problem.In this thesis we adopt two technologies,which mesh simplification and image·based rendering,to solve this problem. Many applications in computer graphics and related fields benefit from automatic simplification ofcomplex polygonal surface models due the applications often confronted with over-sampled models whose complexity beyond the limited available hardware capacity.An effective algorithm for rapidly producing high—quality approximations of the original models is valuable tool for managing data complexity.However,the qual耐of traditional rendering system is featured by real time,in the other words,the rendering result is time·consuming.Latest developments in image-based modeling and rendering provide significant advantages traditional image synthesis process,including improved realism,simple representation and automatic creation. In this thesis,we propose real-time mesh simplification method based edge contraction.The technology quadric metric measure select contracted edge and the operation is stored for future in pre—processing stage of rendering.The pre-processing is terminated when measure reaches threshold and be repaired form binary tree.This technique provides effective compromise between the fastest algorithms,which often produce poor quality results,and the highest—quality algorithms,which generally very slow. In order enhance the realism of rendering result,we a

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