The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. ex. Some numerals are expressed as "XNUMX".
Copyrights notice
The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. Copyrights notice
이 작업은 성능 향상을 위해 스캔라인에 대한 기하학적 뷰와 단순화된 매핑 기능에서 텍스처 매핑 다각형에 대한 새로운 설명을 제시합니다. 기존의 관점 수정 매핑에는 비용이 많이 드는 분할 작업이 필요합니다. 이 작업에서는 투시 기하학의 두 가지 개념인 교차비와 소실점을 활용하여 매핑 기능을 단순화했습니다. 스캔라인의 무한대 점을 교차비 방정식으로 대체한 다음 다각형의 원근 매핑에 대한 간단한 설명을 얻습니다. 우리의 매핑 기능을 사용하면 한 번의 분할, 한 번의 곱셈, 세 번의 추가만으로 화면 평면의 스캔라인에서 텍스처 평면으로 픽셀을 공간적으로 매핑할 수 있습니다. 제안된 알고리즘은 정확성을 잃지 않고 매핑 프로세스의 속도를 높입니다. 실험 결과는 제안된 방법의 성능이 다른 올바른 매핑 방법보다 우수하다는 것을 나타냅니다.
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부
Chung-Yu LIU, Tsorng-Lin CHIA, Yibin LU, "Texture Mapping Polygons Using Scanline Mapping Geometry" in IEICE TRANSACTIONS on Information,
vol. E84-D, no. 9, pp. 1257-1265, September 2001, doi: .
Abstract: This work presents a novel description of texture mapping polygons in a geometric view about scanlines and a simplified mapping function to improve the performance. The conventional perspective-correct mapping requires costly division operations. In this work, two concepts in perspective geometry, cross-ratio and vanishing point, are exploited to simplify the mapping function. We substitute the point at infinity on scanline into the cross-ratio equation, then obtain a simple description of perspective mapping in polygons. Our mapping function allows the spatial mapping of a pixel from a scanline on a screen plane to a texture plane taking only one division, one multiplication and three additions. The proposed algorithm speeds up the mapping process without losing any correctness. Experimental results indicate that the performance of proposed method is superior to other correct mapping methods.
URL: https://global.ieice.org/en_transactions/information/10.1587/e84-d_9_1257/_p
부
@ARTICLE{e84-d_9_1257,
author={Chung-Yu LIU, Tsorng-Lin CHIA, Yibin LU, },
journal={IEICE TRANSACTIONS on Information},
title={Texture Mapping Polygons Using Scanline Mapping Geometry},
year={2001},
volume={E84-D},
number={9},
pages={1257-1265},
abstract={This work presents a novel description of texture mapping polygons in a geometric view about scanlines and a simplified mapping function to improve the performance. The conventional perspective-correct mapping requires costly division operations. In this work, two concepts in perspective geometry, cross-ratio and vanishing point, are exploited to simplify the mapping function. We substitute the point at infinity on scanline into the cross-ratio equation, then obtain a simple description of perspective mapping in polygons. Our mapping function allows the spatial mapping of a pixel from a scanline on a screen plane to a texture plane taking only one division, one multiplication and three additions. The proposed algorithm speeds up the mapping process without losing any correctness. Experimental results indicate that the performance of proposed method is superior to other correct mapping methods.},
keywords={},
doi={},
ISSN={},
month={September},}
부
TY - JOUR
TI - Texture Mapping Polygons Using Scanline Mapping Geometry
T2 - IEICE TRANSACTIONS on Information
SP - 1257
EP - 1265
AU - Chung-Yu LIU
AU - Tsorng-Lin CHIA
AU - Yibin LU
PY - 2001
DO -
JO - IEICE TRANSACTIONS on Information
SN -
VL - E84-D
IS - 9
JA - IEICE TRANSACTIONS on Information
Y1 - September 2001
AB - This work presents a novel description of texture mapping polygons in a geometric view about scanlines and a simplified mapping function to improve the performance. The conventional perspective-correct mapping requires costly division operations. In this work, two concepts in perspective geometry, cross-ratio and vanishing point, are exploited to simplify the mapping function. We substitute the point at infinity on scanline into the cross-ratio equation, then obtain a simple description of perspective mapping in polygons. Our mapping function allows the spatial mapping of a pixel from a scanline on a screen plane to a texture plane taking only one division, one multiplication and three additions. The proposed algorithm speeds up the mapping process without losing any correctness. Experimental results indicate that the performance of proposed method is superior to other correct mapping methods.
ER -