SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Fast Division Using Accurate Quotient Approximations to Reduce the Number of Iterations
IEEE Transactions on Computers - Special issue on computer arithmetic
Smooth transitions between bump rendering algorithms
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Reflection vector shading hardware
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Illumination for computer generated pictures
Communications of the ACM
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
IMEM: an intelligent memory for bump- and reflection-mapping
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
On-the-Fly Texture Computation for Real-Time Surface Shading
IEEE Computer Graphics and Applications
Customizing Graphics Applications: Techniques and Programming Interface
FCCM '00 Proceedings of the 2000 IEEE Symposium on Field-Programmable Custom Computing Machines
Real-time bump mapped texture shading based-on hardware acceleration
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Design principles of hardware-based phong shading and bump mapping
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
The setup for triangle rasterization
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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Today's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in realtime. We present a renderer which textures surfaces in the normal sense of the word using bump textures to simulate wrinkled or dimpled colorful surfaces. Using a simplified bump mapping method we first succeeded in designing a real-time bump mapping renderer based on the high-quality Phong shading model. Applying several improvements to our former Phong shading hardware we are able to walk through perspectively correct bump mapped scenes illuminated by colored lightsources. This paper describes the main building blocks of the overall architecture, including reflectance cubes to support a local viewer, a Taylorseries based division to calculate homogeneous coordinates and our hardware adapted bump mapping method.