Interactive mesostructures

S. Nykl, C. Mourning, D. Chelberg
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引用次数: 9

Abstract

This paper presents a technique for interactively deforming and colliding with mesostructures at a per-texel level. It is compatible with a broad range of existing mesostructure rendering techniques including both safe and unsafe ray-height field intersection algorithms. This technique integrates well with existing physics engines and is able to reduce traditional 3D geometrical deformations (vertex-based) to 2D image space operations (pixel-based) that are parallelized on a GPU without CPU-GPU data shuffling. Additionally, surface and material properties may be specified at a per-texel level enabling a mesostructure to possess varying attributes intrinsic to its surface and collision behavior; furthermore, this offers an image-based alternative to traditional decals. This technique provides a simple way to make almost every surface in a virtual world responsive to user actions and events. It requires no preprocessing time and storage requirements of one additional texture or less. The algorithm uses existing displacement map algorithms as well as existing physics engines and can be easily incorporated into new or existing game pipelines.
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本文提出了一种在每纹理水平上与细观结构进行交互变形和碰撞的技术。它兼容广泛的现有细观结构渲染技术,包括安全和不安全的射线高度场相交算法。该技术与现有的物理引擎很好地集成,能够将传统的3D几何变形(基于顶点)减少到2D图像空间操作(基于像素),这些操作在GPU上并行化,而无需CPU-GPU数据变换。此外,表面和材料属性可以在每个文本级别指定,从而使介观结构具有其表面和碰撞行为固有的不同属性;此外,这为传统贴花提供了基于图像的替代方案。这种技术提供了一种简单的方法,使虚拟世界中的几乎每个表面都能响应用户的动作和事件。它不需要预处理时间,也不需要存储一种或更少的额外纹理。该算法使用现有的位移地图算法以及现有的物理引擎,可以很容易地整合到新的或现有的游戏管道中。
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