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基于3D WARP的混合绘制算法研究

汤晓安1, 蔡宣平1, 孙茂印1, 郝建新1(国防科技大学电子科学与工程学院,长沙 410073)

摘 要
几何绘制(GBR)是传统计算机图形学的研究内容,随着计算机图形学的发展,图象绘制(IBR)成为研究热点,两者各有其优缺点,其中,GBR具有绘制自由度大,速度慢等特点,需占用大量系统资源,而IBR则正好相反,因此,寻找一种能够结合GBR与IBR优点,而又能克服其缺点的方法是必要的,为了使几何绘制和图象绘制能够实现有机地结合,提出了一 种全新的“基于几何与图象的混合绘制(Geometry and Image-Based Hybrid Rendering,GIBHR)”方法,并分析了GIBHR的研究内容,同时给出了GIBHR的绘制流程,在此基础上,将IBR领域的3DWARP 法在几何绘制领域进行了进一步拓展与推论,证明了其可行性和有效性,提出了一种基于3DWARP的混合绘制算法,最后对算法进行了实验,结果表明,该算法在提高几何绘制速度方面具有明显优势,且具有空间反走样能力。
关键词
An Algorithm of 3D WARP-Based Hybrid Rendering

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Abstract
Geometry based rendering(GBR) is a subject of traditional computer graphics, Along with the development of computer graphics, Image based rendering(IBR) becomes an important approach. GBR and IBR have advantage and disadvantage independently. This paper gives a novel approach of geometry and image based hybrid rendering(GIBHR) aiming at the status quo of computer graphics, analyses the research contents of GIBHR, and , gives a rendering pipeline of GIBHR. GIBHR can overcome the disadvantage of GBR and IBR, which can render geometry object and scene freely like GBR, and, has a high rendering speed like IBR, by texture map, it can keep high reality also. This paper expands algorithm of 3D WARP of IBR into geometry based rendering, proves the feasibility and validity, and, gives an algorithm of hybrid rendering based 3D WARP. This algorithm can overcome pixel discrete phenomenon of 3D WARP algorithm. At last, this paper gives an experiment result of hybrid rendering algorithm, it proves that the algorithm of hybrid rendering based 3D WARP can speed the rendering of geometry models obviously, and it has the ability of space anti aliasing.
Keywords
GIBHR  GBR  IBR  3D WARP

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