Perspective-correct texturing method
Alexander Romaniuk, Oleksandr Dudnyk, Oksana Romanyuk, Dmitry OzerchukTexturing is one of the most difficult stages of the final visualisation process, since for each surface point the coordinates in a discrete space and the colour intensity value are determined taking into account the illumination. Existing methods of high-precision texture overlay are characterised by significant computational complexity, which significantly affects the time of generating graphic images. Therefore, it is important to increase the performance of texturing methods and tools. It is possible to reduce the number of division operations during texturing by rasterising an object in the world coordinate system, provided that the rasterisation lines at each stage are placed at a fixed distance from the observer. A rasterisation direction that is non-orthogonal to the coordinate axes will lead to artefacts, i.e., ‘gaps’ and duplicate points due to the abscissa offset of the start of the rasterisation lines. This can be avoided if the leading edge of the triangle is parallel to the ordinate axis, but this requires a special triangulation of the surface and does not meet the requirements of graphic standards. It is proposed to rasterise not the triangle, but the rectangle in which it is virtually inscribed. A structural diagram of the rasterisation block is proposed. The analysis has shown that for a triangle that includes T internal points, (T-q) division operations are removed, where q is the number of horizontal lines of triangle rasterisation