摘要
论文介绍了Bump Mapping的生成方法,并针对可分割bump形式的纹理提出了利用OpenGL简化计算和加速显示的方法———面片阴影算法,即利用面片的阴影降低逐点计算的复杂性。
The article describes a method in which it can simplify Bump Mapping.Bump Mapping computes every pix-els' normal in a texture.It exhausts CPU very much.So the authors give a method in which it compute only several tri-angle faces' normal.The advantages of the method are quickly and have good effect.
出处
《计算机工程与应用》
CSCD
北大核心
2003年第18期67-68,201,共3页
Computer Engineering and Applications
基金
国家863高技术研究发展计划资助(编号:2001AA110519)