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研究生: 沈宗男
Zong-Nan Shen
論文名稱: 使用個別像素位移的方法對表面細部效果的即時呈像
Interactive Rendering of Surface Details using Per-pixel Displacement
指導教授: 張鈞法
Chun-Fa Chang
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Computer Science
論文出版年: 2007
畢業學年度: 95
語文別: 英文
論文頁數: 51
中文關鍵詞: 藉由影像繪圖位移貼圖即時繪圖系統
外文關鍵詞: image based rendering, displacement mapping, interactive rendering
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  • 三維模型的複雜度對產生的影像的品質有很大的影響。愈複雜的三維模型具有較好的影像品質。然而,一個三維場景中包含許多三維模型,如果每一個模型都使用大量的三角片,那麼即使是最新、最快的圖形處理器也無法維持一定的顯像速度。在電腦圖學中,通常使用存有高度場表面的深度資訊的貼圖,對幾何模型上的每一點做位置上的改變。目的是使簡單的模型也能呈現出複雜模型的效果同時具有快速的顯像速率。產生的視覺效果中,因為模型表面的曲度造成的輪廓效果通常被忽略。在論文中,我提出一個以基於影像的方法,能即時呈現出視差、遮蔽、陰影、以及輪廓的效果。同時,我也對之前相關的方法做一個深入的探討與比較。


    The complexity of model influences the quality of rendering. However, even the latest powerful graphics hardware can not afford too many models with high polygon count in the scene. In computer graphics, a depth map which encodes the information of height field surface may be used to displace original geometry surface. Therefore, the rendering of low polygonal surface can reach the same quality as a more complex model of much higher polygon count. There are several effects caused by height field surfaces. Among these effects, the silhouette is an important feature but is often neglected in the rendering. In this thesis, I proposed an image based technique which uses geometry normal and tangent maps to render surface details such as motion parallax, self-shadow and silhouette at interactive rates. I also provide in-depth survey of related methods and summarize their respective capabilities and drawbacks for comparison.

    摘要 i Abstract ii Acknowledgment iii Table of Contents iv List of Figures vi Chapter 1 Introduction 1 1.1 Thesis Overview 5 Chapter 2 Background 6 2.1 Level of Surface Details 6 2.2 Per-Pixel Lighting 7 2.3 Derivation of Tangent Space 10 Chapter 3 Related Work 14 3.1 Bump Mapping 14 3.2 Displacement Mapping 16 3.3 Horizon Mapping 17 3.4 View Dependent Displacement Mapping 18 3.5 Generalized Displacement Mapping 22 3.6 Parallax Mapping 24 3.7 Relief Mapping 28 3.8 Per-Pixel Displacement Mapping with Distance Functions 33 3.9 Summary 36 Chapter 4 Normal Based Curved Relief Mapping 38 4.1 Algorithm Overview 38 4.2 Implementation Details and Results 41 4.3 Performance Enhancement 45 4.4 Surface Parameterization Problem 47 Chapter 5 Conclusion and Future Work 49 Reference 51

    [1] J. F. Blinn, Simulation of wrinkled surfaces, SIGGRAPH, 1978.
    [2] D. Blythe, GPU Shading and Rendering: Chapter 2 Direct3D 10, SIGGRAPH Course 3, 2006.
    [3] R. L. Cook, Shade trees, SIGGRAPH, 1984.
    [4] W. Donnelly, Per-Pixel Displacement Mapping with Distance Functions, GPU Gems II, 2005.
    [5] S. Green, The OpenGL Framebuffer Object Extension, GDC, 2005.
    [6] X. Gu, S. Gortler and H. Hoppe, Geometry Images, SIGGRAPH, 2002.
    [7] J. Hirche, A. Ehlert and S. Guthe, Hardware Accelerated Per-Pixel Displacement Mapping, Graphics Interface, 2004.
    [8] T. Kaneko, T. Takahei, M. Inami, N. Kawakami, Y. Yanagida, T. Maeda and S. Tachi, Detailed Shape Representation with Parallax Mapping, ICAT, 2001.
    [9] N. L. Max, Horizon Mapping: shadows for bump-mapped surface, The Visual Computer, 1988.
    [10] M. McGuire and M. McGuire, Steep Parallax Mapping, I3D Poster, 2005.
    [11] M. M. Oliveira and F. Policarpo, An Efficient Representation for Surface Details, UFRGS Technique Report, 2005.
    [12] F. Policarpo, M. M. Oliveira and J. L. D. Comba, Real-Time Relief Mapping on Arbitrary Polygonal Surfaces, SIGGRAPH Interactive 3D graphics and games, 2005.
    [13] P.-P. J. Sloan and M. F. Cohen, Interactive Horizon Mapping, Eurographics Workshop on Rendering, 2000.
    [14] N. Tatarchuk, Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows, SIGGRAPH Interactive 3D graphics and games, 2006.
    [15] L. Wang, X. Wang, X. Tong, S. Lin, S. Hu, B. Guo and H.-Y. Shum, View-Dependent Displacement Mapping, SIGGRAPH, 2003.
    [16] X. Wang, X. Tong, S. Lin, S. Hu, B. Guo and H.-Y. Shum, Generalized Displacement Maps, Eurographics Symposium on Rendering, 2004.
    [17] T. Welsh, Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces, 2004.

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