Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Towards interactive bump mapping with anisotropic shift-variant BRDFs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ACM SIGGRAPH 2005 Papers
Resolution independent curve rendering using programmable graphics hardware
ACM SIGGRAPH 2005 Papers
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Precise vector textures for real-time 3D rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Antialiasing Procedural Shaders with Reduction Maps
IEEE Transactions on Visualization and Computer Graphics
Random-access rendering of general vector graphics
ACM SIGGRAPH Asia 2008 papers
Continuity mapping for multi-chart textures
ACM SIGGRAPH Asia 2009 papers
Bixels: picture samples with sharp embedded boundaries
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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We present a GPU algorithm to render path-based 3D surface detail in real-time. Our method models these features using a vector representation that is efficiently stored in two textures. First texture is used to specify the position of the features, while the second texture contains their paths, profiles and material information. A fragment shader is then proposed to evaluate this data on the GPU by performing an accurate and fast rendering of the details, including visibility computations and antialiasing. Some of our main contributions include a CSG approach to efficiently deal with intersections and similar cases, and an efficient antialiasing method for the GPU. This technique allows application of path-based features such as grooves and similar details just like traditional textures, thus can be used onto general surfaces.