SEAMLESS TEXTURED SPHERE SYNTHESIS METHOD FOR VISUALIZATION IN GEO-INFORMATION AND MAPPING SYSTEMS
DOI:
https://doi.org/10.26906/SUNZ.2023.4.012Keywords:
tessellation, equal-area subdivision, GPU, MIP levels, realistic visual scenes, texturingAbstract
The method of creating a seamless textured sphere model and removing artifacts associated with the issues of calculating texture coordinates during cylindrical projection is considered. The purpose of the article is to develop a method for synthesis and visualizing spherical textured objects that would not have the disadvantages of existing methods, which are associated with the appearance of visually noticeable visual artifacts related with the textures applied to the sphere surface. A method is given that allows you to correct texture coordinates both at the geometric level and in the process of visualization, in which the sphere is conventionally divided into parts according to the distance from the poles. For each part, the most optimal texturing algorithm is used, which ensures the performance of the method. Calculations using the proposed algorithms can be fully implemented at the cost of GPU resources. Based on the results of the study, was determined that the proposed method allows removing artifacts that occur when calculating texture coordinates for cylindrical projection both directly in the visualization process and at the stage of synthesis of the sphere model, which allows to significantly improve the quality of the appearance of the sphere surface.Downloads
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