摘要
纹理映射中为了实现反走样,屏幕空间像素被近似看成是正方形,其在纹理空间的投影通常是不规则的曲边四边形,常用一个四边形来逼近。考虑到纹理映射的各向异性,并为了减少计算花费,基于MIP-MAP技术,提出了一种在纹理投影区域取样的方法,并改进了在每一个可选的MIP-MAP层的取样率,以避免在较低层欠取样,在较高层过取样,使能取得比较理想的图像。
For effective antialiasing on texture mapping, each pixel is often considered as a square on screen space. The projection of the pixel on the texture space is usually approximated with a quadrilateral. Because of the anisotropism of texture mapping, a method is presented with footprint area sampled texturing based on MIP-MAP in order to reduce computation. The sampling rate is adapted in each chosen MIP-MAP level separately to avoid undersampling in lower level and oversampling in higher level. The method can obtain high quality images.
出处
《工程图学学报》
CSCD
北大核心
2006年第4期115-119,共5页
Journal of Engineering Graphics
关键词
计算机应用
区域取样
各向异性过滤
纹理映射
反走样
computer application
footprint area sampling
anisotropic filtering
texture mapping
antialiasing