二次插值在硬件Phong着色和纹理映射

A. Abbas, László Szirmay-Kalos, G. Szijártó, Tamás Horváth, Tibor Fóris
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引用次数: 9

摘要

渲染系统通常将曲面表示为平面多边形的网格,这些网格被着色以增加真实感并恢复光滑的外观。为了提高渲染速度,只对几个结点执行复杂的操作,如局部照明模型的评估或纹理变换,而对其他点的值进行插值。通常,使用线性变换,因为它可以很容易地在硬件中实现。然而,颜色分布和纹理变换可能是强非线性的,因此线性插值可能会引入严重的伪影。因此,本文提出了二元二次插值来解决这个问题,并证明了它可以在硬件上实现。文中还给出了遮阳硬件的软件仿真和VHDL描述。
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Quadratic interpolation in hardware Phong shading and texture mapping
Rendering systems often represent curved surfaces as a mesh of planar polygons that are shaded to add realism and to restore a smooth appearance. To increase the rendering speed, complex operations, such as the evaluation of the local illumination model or texture transformation, are executed for just a few knot points, and the values at other points are interpolated. Usually, a linear transformation is used, since it can be easily implemented in hardware. However, the colour distribution and texture transformation may be strongly nonlinear, so a linear interpolation may introduce severe artifacts. Thus, this paper proposes two-variate quadratic interpolation to tackle this problem and demonstrates that it can be implemented in hardware. A software simulation and a VHDL description of the shading hardware are also presented.
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