Fitting smooth surfaces to dense polygon meshes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Signal-specialized parametrization
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Globally smooth parameterizations with low distortion
ACM SIGGRAPH 2003 Papers
Mathematics for 3D Game Programming and Computer Graphics, Second Edition
Mathematics for 3D Game Programming and Computer Graphics, Second Edition
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Periodic global parameterization
ACM Transactions on Graphics (TOG)
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Heightfield terrain and parallax occlusion mapping (POM) are popular rendering techniques in games. They can be thought of as per-vertex and per-pixel relief methods, which both create texture stretch artifacts at steep slopes. To ameliorate stretching artifacts, we describe how to precompute an indirection map that transforms traditional texture coordinates into a quasi-conformal parameterization on the relief surface. The map arises from iteratively relaxing a spring network. Because it is independent of the resolution of the base geometry, indirection mapping can be used with POM, heightfields, and any other displacement effect. Noisy textures like grass and stucco can be used with indirection mapped (which is convenient when texturing terrain.) We pre-warp structured textures by the inverse of the indirection map to maintain their appearance. Our process gives approximately uniform texture resolution on all surfaces. During rendering, the time and space overhead are one texture fetch and one texture map.