Texture Map Interpolation
When the material is attached to a 3D model displayed on the screen, the material processor must decide which pixel to attach to which pixel. Since the material is a 2D image and the model is a 3D object, the range of pixels is usually not exactly the same as the pixel range. In this case, to solve the mapping problem of this pixel, it is necessary to solve it by means of interpolation processing.
There are three ways to deal with this: "near neighbor sampling", "two-line filtering", "three-line filtering", and "anisotropic filtering".
1.Nearest Neighbor (near neighbor sampling)
Also known as Point sampling, it is a simpler way to handle image interpolation. Maps are drawn using the pixels that contain the most parts of the pixel. In other words, which pixel is the most occupied pixel, use that pixel to map. This type of processing is often used for early 3D game development because of its speed, but the quality of the material is poor.
2.Bilinear Interpolation (double line filtering)
This is a better way to handle image interpolation. It will first find the four pixels closest to the pixel, and then make a difference between them. The resulting result will be pasted to the pixel. So you won't see the "mosaic" phenomenon. This type of processing is more suitable for still images with a certain depth of field, but does not provide the best quality. The biggest problem is that when three-dimensional objects become very small, one is called Depth Aliasing artifacts, and it is not suitable for moving objects.
3.Trilinear Interpolation (three-line filtering)
This is a more complex material image interpolation processing method, which will use quite a lot of material images, and each piece will be exactly one-fourth the size of the other. For example, there is a material image of 512 × 512 pixels, the second will be 256 × 256 pixels, the third will be 128 × 128 pixels, etc., the smallest one is 1 × 1 . With these multi-resolution material images, high-quality textures can be provided when encountering scenes with extreme depth of field (such as flight simulation). A "two-line filter" requires three times of mixing, while "three-line filter" has to do seven times of mixing, so each pixel needs to use more than 21/3 times the calculation time. It also requires twice the memory clock bandwidth. But "three-line filtering" can provide the highest texture quality, which will remove the "flicker" effect of the material. For scene applications that require dynamic objects or large depth of field, only "three-line filtering" can provide acceptable material quality.
4.Anisotropic Interpolation
When it is sampled, it will take 8 or more pixels to process it, and the best quality is obtained.
Shading (shading)
Most 3D objects are made up of polygons, and they all have to go through some coloring process before they are displayed in a wire frame. These shading methods are poor, and are mainly divided into Flat Shading, Gouraud Shading, Phone Shading, Scanline Renderer, and Ray-Traced.
Flat Shading
Also known as "constant shading," planar shading is the simplest and fastest method of shading, and each polygon is assigned a single, unchanging color. Although this method produces unrealistic effects, it is ideal for fast imaging and other applications where speed is more important than detail, such as generating preview animations.
Gouraud Shading (Gouraud Shading / Gao's Shading)
This coloring is much better and is the most widely used coloring method in games. It smoothes and blends the colors of the vertices of the 3D model, assigns each point on each polygon a set of tonal values, and puts the polygon on a smoother gradient to make the appearance more intense. Real-time and stereo motion, but the coloring speed is much slower than flat shading.
Phone Shading (Complementary Shading)
First, find the vertices of each polygon, and then calculate the light and shadow values ​​of the pixels on the contiguous line between the vertices according to the interpolation method. Then, use the linear interpolation process again to calculate all other pixels. The Gaussian coloring is only taken into account in the sampling calculation. The light and shadow effects of each polygon's vertices, while the complementary coloration will calculate all the points.
Scanline Renderer
This is the default rendering method for 3DS MAX. It is a coloring method based on a set of continuous horizontal lines. Because it is faster to render, it is generally used in preview scenes.
Ray-Traced (ray tracking coloring)
Ray tracing is a coloring algorithm that is actually projected onto an object according to the incident path of the illuminating light, and finally reflected back to the true value of each pixel obtained by the camera. Because of its accurate calculation, the resulting image is of high quality, so the production is performed. CG must use this option.
Radiosity
This is a special effect like ray tracing. It calculates the light and shadow effect on the entire path from the observer to the light source by formulating the source of the light in the scene and based on the position and reflection of the object. On this line, the light is affected by the interaction of different objects, such as reflection, absorption, refraction, etc. are counted.
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