适应边缘曲率的裁剪

Rafael Fernandes Ivo, C. Vidal, J. B. C. Neto
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引用次数: 0

摘要

表面喷溅是一种基于点的模型的快速渲染技术,通常可以提供高质量的渲染。然而,这种技术的内在特点是治疗点,如果他们是盘。这需要在锐利的边缘和角落附近进行特殊处理,以防止出现渲染伪影。在这项工作中,我们提出了一种巧妙的方法,通过对属于不同相交表面的相邻薄片进行分类,在尖锐边缘和角落附近剪切薄片。参与剪接过程的邻近剪接\emph{片称为剪接伙伴}。它们彼此之间的凹度或凸度是确定的,以及它们与剪片的关系也是确定的。在我们的方法中,在呈现过程中不需要距离计算,也不需要其他复杂的操作,因为在预处理阶段可以离线执行分类。我们的方法对于虚拟现实和游戏应用尤其重要,在这些应用中,在虚拟环境中导航的观察者很有可能在很短的距离内看到渲染对象。文中给出的例子说明了正确裁剪拼接对于高质量渲染的重要性。
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Clipping of Splats Adapted to the Curvatures of the Edges
Surface splatting is a fast rendering technique for point-based models that usually delivers good-quality renderings. However, the intrinsic characteristic of this technique is the treatment of points as if they were discs. That requires special processing near sharp edges and corners in order to prevent rendering artifacts from appearing. In this work, we present a clever way of clipping splats near sharp edges and corners by a classification of neighboring splats, which belong to distinct intersecting surfaces. Those neighboring splats that take part in the clipping process are called \emph{clip partners}. Their concavity or convexity with respect to one another are determined, as well as their relation with the clipped splat. In our approach, there is no need of distance computations nor of other complex operations during the rendering process, since the classification can be performed offline during a pre-processing phase. Our approach is particularly important for virtual reality and game applications, where there is high probability of rendered objects to be viewed in a short distance by observers that navigate inside the virtual environment. The examples presented in this paper demonstrate the importance of correctly clipping splats for high quality rendering.
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