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Right-triangular subdivision for texture mapping ray-traced objects
DOI:10.1007/s003710050154.png)
Abstract
En 中文
The introduction of global illumination and texture mapping enabled the generation of high-quality, realistic looking images of computer graphics models. We describe a fast and efficient 2D texture mapping algorithm that uses triangle-to-triangle mapping, taking advantage of mapping an arbitrary triangle to a right triangle. This requires fewer floating point operations for finding the 2D texture coordinates and little preprocessing and storage. Texture mapping is combined with ray tracing for better visual effects. A filtering technique alternative to area sampling is developed to avoid aliasing artifacts. This technique uses linear eye rays, and only one eye ray per pixel is fired. A uniform supersampling filtering technique eliminates aliasing artifacts at the object edges.
Keywords:
texture mapping
ray tracing
area sampling
filtering
summed area tables
sweep surfaces
Journal
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2.9
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4.6K
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6.5K
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