High-productive method of perspective-correct texturing
Keywords:
perspective-correct texturing, texture, texture coordinatesAbstract
There had been proposed the method of perspective-correct texturing, which does not include operations of division and provides for nonintegral defining of texture coordinates. The method allows to calculated accurate values of texture coordinates.References
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2. Hecker С. Perspective Texture Mapping Part IV : Approximations // Game Developer. — 1995, Vol. 2, No. 6. — P. 19—25.
3. Wolfgang Engel. Programming Vertex, Geometry, and Pixel Shaders Charles / Engel Wolfgang. — Charles River Media, 2008. — 494 р.
4. Ламот А. Программирование трехмерных игр для Windows. Советы профессионала по трехмерной графике и рас-теризации. — М. : ИД «Вильямс», 2004. — 1424 с.
5. Barenbrug B. Algorithms for division free perspective correct rendering / B. Barenbrug , F. J. Peters , C.W.A.M. van Overveld / Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware. — Interlaken, Switzer-land, 2000. — P. 7—13.
6. Херн Д. Компьютерная графика и стандарт OpenGL / Д. Херн, М. Бейкер. — М. : Издательский дом «Вильямс», 2005. — 1168 с.
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Published
2010-11-12
How to Cite
[1]
O. V. Romaniuk, “High-productive method of perspective-correct texturing”, Вісник ВПІ, no. 2, pp. 74–77, Nov. 2010.
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Information technologies and computer sciences
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