摘要
利用基于随机噪声和扰动的实体纹理构造来实现非平面物体的易于参数化的随机纹理,并将分形叠加引入具体的扰动算法中.为了提高运算速度以利于实用,简化了基于Perlin的噪声函数,并利用光线跟进的渲染算法,达到较好的效果.
The solid texture based on random noise and perturbation is used to realize the random texture with easy parameterization for non-planed object. The fractal iteration is introduced into the specific perturbation algorithm. In order to improve the calculation speed for practical use, the Parlin noise function is simplified and the render algorithm with ray follow-up is used to give a better result.
出处
《华中理工大学学报》
CSCD
北大核心
1998年第1期46-48,共3页
Journal of Huazhong University of Science and Technology
基金
国家自然科学基金!69672014