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利用采样球体提取真实感纹理
引用本文:郑作勇,马利庄,曾 洲.利用采样球体提取真实感纹理[J].软件学报,2008,19(11):3083-3090.
作者姓名:郑作勇  马利庄  曾 洲
作者单位:上海交通大学,电子信息与电气工程学院,上海,200240
基金项目:the National Basic Rescarch Program of China under Grant No.2006CB303105(国家重点基础研究发展计划
摘    要:提出了一种从真实物体中提取纹理的方法.利用具有复杂纹理的参考球体作为被采样物体,计算其组成材质的BRDF(bidirectional reflectance distribution function)模型参数以及各点由不同材质构成的比例,形成一幅材质权重图.该图作为纹理映射到3D物体上后,配合BRDF模型参数进行渲染,形成一种适用于重光照(relighting)的纹理.被渲染物体可根据自身方位以及光源亮度/方位呈现出自然的光影变化,达到较为逼真的外观效果.

关 键 词:纹理映射  辐射度  双向反射分布函数  材质权重图  重光照
收稿时间:4/5/2007 12:00:00 AM
修稿时间:2007/6/30 0:00:00

Extracting Realistic Textures from Reference Spheres
ZHENG Zuo-Yong,MA Li-Zhuang and ZENG Zhou.Extracting Realistic Textures from Reference Spheres[J].Journal of Software,2008,19(11):3083-3090.
Authors:ZHENG Zuo-Yong  MA Li-Zhuang and ZENG Zhou
Abstract:A method for extracting realistic textures from real-world reference spheres is proposed in this paper. The BRDF (bidirectional reflectance distribution function) parameters of fundamental materials,as well as a material weight map for the sphere are obtained through a non-linear optimization process.The material weight map can be used as a conventional texture for relighting.With the BRDF models recovered,the rendered 3D objects can exhibit real and complex appearances with varying light direction/intensity,view point and surface orientations.
Keywords:texture mapping  radiance  BRDF (bidirectional reflectance distribution function)  material weight map  relighting
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