標題: | 一種複合場景的描繪方法 A Rendering Algorithm for Hybrid Scene Representation |
作者: | 田晏 Yen Tien 施仁忠 Zen-Chung Shih 多媒體工程研究所 |
關鍵字: | 點集合;取樣;點模型;描繪;混合場景;point-based model;point set;EWA splatting;sampling;hybrid scene;rendering |
公開日期: | 2007 |
摘要: | 在本論文中,我們嘗試探討兩項複合式場景的相關基本技術:建立與描繪。複合場景係指由三角網格模型與點集所組成的場景。由於三角網格模型的建模技術已相當成熟,我們認為透過取樣將三角網格模型轉換為點集會是較易普及而經濟的方法。我們將優先序的概念引入階層式取樣法;這個方法具有足夠的彈性,透過更換優先序計量函式,使用者可以很容易地更換取樣的重點。目前已有許多傑出的論文在探討如何將三角網格與點集的描繪結果無破綻地融合,本論文改而探討若三角網格與點集為不同的獨立個體的情境。我們提出一個新的方法消弭深度阻卻問題並處理點集的貼圖。我們利用新的shader model 4.0 功能來實作這個演算法。最終我們的實作品可輕易地與現有的三角網格的描繪系統整合。 In this thesis, we discuss two fundamental issues of hybrid scene representation: constructing and rendering. Hybrid scene representation consists of triangular meshes and point-set models. Consider the maturity of modeling techniques of triangular meshes, we suggest that generate a point-set model from a triangular mesh might be an easier and more economical way. We improve stratified sampling by introducing the concept of priority. Our method has the flexibility that one may easily change the importance criteria by substituting priority functions. While many works were devoted to blend rendering results of point and triangle, our work tries to render point-set models and triangular meshes as individuals. We propose a novel way to eliminate depth occlusion artifacts and to texture a point-set model. Finally, we implement our rendering algorithm with the new features of the shader model 4.0 and turns out to be easily integrated with existing rendering techniques for triangular meshes. |
URI: | http://140.113.39.130/cdrfb3/record/nctu/#GT009557503 http://hdl.handle.net/11536/39655 |
顯示於類別: | 畢業論文 |