In performing texture mapping, higher quality pictures can be generated by using not only one picture but also multiple pictures obtained from different positions. Such texture mapping method is called a view-dependent texture mapping. In the process, the following points should be considered: whether a fixation point on the shape of an object can be visible or not from each camera. whether the camera's axis is close to visual axis or not. So far, in the view-dependent texture mapping, this decision has been processed on every each vertex in response to the amount of the data to be proceeded, and color interpolation was performed in the inside pixels. From this reason, satisfactory quality has not obtained for large polygons. The recent GPU (graphics processing unit) can provide users with more flexible processing than the former GPU by permitting the users to program the inside processing. This function is referred to as pixel shading. In this report, by installing the view-dependent texture mapping which judges the above criteria on every each pixel with use of this function, we compared the proposed method with the former method processing every each vertex unit. As a result, it was observed that the quality was improved by the proposed method for the case that the number of the polygons of the objective shapes is small. As an application of the present method, the reduction in the amount of the data in providing the 3-D contents which uses the view-dependent texture mapping via remote transmission, etc. can be considered.
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