摘要
三维真实感地形的生成一直是计算机图形学领域中关注的焦点 ,而地形纹理映射是实现它的一个不可或缺的要素。采用不同的纹理映射方法会导致地形渲染的帧频率、真实感以及对系统资源需求等特性显著不同 ,因而如何选择适合的纹理映射方法使得地形渲染效果最佳是开发人员必须面对问题。该文参考了各方面的研究和应用成果 ,针对不同的应用领域提出了真实图片法、多纹理过渡法和多纹理计算法这三种不同地形纹理映射方法 ,并对它们各自的优点。
Texture mapping is an important element for the representation of three dimension terrain generation, which is a hot topic in the field of computer graphics. Because using different texture mapping method makes the characters of terrain render, such as frame frequency, realistic, and the request for system et al, extremely different, how to choose properly mapping method to get the best terrain render effect is a problem which practitioners must face. By referencing many researches and applications, this paper introduces three different mapping methods: real-picture method, multi-texture morphing method, and multi-texture computing method, each of them is used in different domains. Moreover, the advantages, shortcomings, and suitable ranges of these methods are analyzed respectively.
出处
《计算机仿真》
CSCD
2005年第1期209-212,共4页
Computer Simulation
关键词
纹理映射
真实图片法
多纹理过渡法
多纹理计算法
Texture mapping
Real-picture method
Multi-texture morphing method
Multi-texture computing method