Forward warpings can be achieved by applying the texture
image to the surface and then generating a raster
graphics rendering of a texture mapped model. This approach
has the added advantage of visibility testing; only
the forward-facing portion of the model will be rendered.
In practice, the surface is approximated by a 3D triangle
mesh. The warped image is then computed via Z-buffered
rendering of the triangular mesh with bilinear resampling
of the texture map. By defining image warping in this way,
it is possible to harness hardware accelerated triangle texture
mapping capabilities becoming prevalent in mid-end
workstations, PC's, and computer game consoles.
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