让3D像素画在视角移动时保持稳定,不依赖传统网格对齐。
Texel Splatting: Perspective-Stable 3D Pixel Art
- 用固定点渲染场景到立方体贴图,再以世界坐标投射像素
- 实现旋转与平移不变性,避免透视导致的像素漂移
- 适合需要稳定像素艺术效果的3D渲染,如游戏或艺术可视化
将3D场景渲染为像素艺术时,需保证相机移动时像素位置稳定。现有方法通过将相机对齐网格实现稳定,但在正交投影下有效:所有像素位移相同,一次对齐即可修正。透视投影破坏此特性:不同深度的像素漂移速率不同,单一对齐无法覆盖全部深度。本文提出Texel Splatting:从世界中固定点渲染场景至立方体贴图,每个纹素作为世界空间四边形投射至屏幕。立方体贴图索引提供旋转不变性,原点网格对齐实现平移不变性。主要限制是固定观察点无法看到全部几何体,探针边界处的遮挡缺失仍是开放权衡问题。
原文摘要 · Abstract (English)
Rendering 3D scenes as pixel art requires that discrete pixels remain stable as the camera moves. Existing methods snap the camera to a grid. Under orthographic projection, this works: every pixel shifts by the same amount, and a single snap corrects all of them. Perspective breaks this. Pixels at different depths drift at different rates, and no single snap corrects all depths. Texel splatting avoids this entirely. Scene geometry is rendered into a cubemap from a fixed point in the world, and each texel is splatted to the screen as a world-space quad. Cubemap indexing gives rotation invariance. Grid-snapping the origin gives translation invariance. The primary limitation is that a fixed origin cannot see all geometry; disocclusion at probe boundaries remains an open tradeoff.
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