The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Texture and reflection in computer generated images
Communications of the ACM
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
IEEE Transactions on Visualization and Computer Graphics
Direct Ray Tracing of Displacement Mapped Triangles
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Mesh quilting for geometric texture synthesis
ACM SIGGRAPH 2006 Papers
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Fast visualization of complex 3D models using displacement mapping
Proceedings of Graphics Interface 2009
Technical Section: Real-time path-based surface detail
Computers and Graphics
Extrusion and revolution mapping
ACM Transactions on Graphics (TOG)
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
Transactions on Edutainment VII
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A compact random-access representation for urban modeling and rendering
ACM Transactions on Graphics (TOG)
Hi-index | 0.00 |
Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the resulting prisms. Unfortunately, such a mapping is nonlinear. Previous approaches perform a piece-wise linear approximation by subdividing the prisms into tetrahedrons. However, such an approximation often leads to severe artifacts. In this paper we present a correct (i.e., smooth) mapping that does not rely on a decomposition into tetrahedrons. We present an efficient GPU ray casting algorithm which provides correct parallax, self-occlusion, and silhouettes, at the cost of longer rendering times. The new formulation also allows modeling shells with smooth curvatures using Coons patches within the prisms. Tangent continuity between adjacent prisms is guaranteed, while the mapping itself remains local, i.e. every curved prism content is modeled at runtime in the GPU without the need for any precomputation. This allows instantly replacing animated triangular meshes with prism-based shells.