The representation of parallax on virtual environment is still a problem to be studied. Common algorithms, such as Bump Mapping, Parallax Mapping and Displacement Mapping, treats this problem for small disparity between a real object and a simplified model. This work will introduce a new texture structure and one possible render algorithm able to display parallax for large disparities, it is an approach based on the four-dimensional representation of the Light Field and was thought to positive parallax and to display the surfaces on the inside of our simplified model. These conditions are imposed to allow the free movement of an observer, if its movement is restrict, these conditions may be loosen. It is a high storage low process approach possible to be used in real time systems. As an example we will develop a scene with several objects and simplified them by a unique sphere that encloses them all, our system was able to run this scene with about 180fps.
翻译:虚拟环境中的视差表示仍是一个有待研究的问题。现有算法(如凹凸映射、视差映射和位移映射)仅能处理真实物体与简化模型间较小差异的情况。本文提出一种新型纹理结构及相应的渲染算法,能够呈现较大差异下的视差效果。该方法基于光场的四维表示,专为正向视差设计,可展示简化模型内部的表面。这些约束条件允许观察者自由移动;若移动受限,则可适当放宽约束。该方法具有高存储量、低处理复杂度的特点,适用于实时系统。我们构建了一个包含多个物体的场景,并将其简化为一个包围所有物体的球体,系统能以约180fps的帧率运行该场景。