Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
An image-based approach to three-dimensional computer graphics
An image-based approach to three-dimensional computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Computer Vision
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Interactive image-space refraction of nearby geometry
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
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
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid
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Interactive Approximate Rendering of Reflections, Refractions, and Caustics
IEEE Transactions on Visualization and Computer Graphics
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Real-time local displacement using dynamic GPU memory management
Proceedings of the 5th High-Performance Graphics Conference
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This paper presents a technique for interactively deforming and colliding with mesostructures at a per-texel level. It is compatible with a broad range of existing mesostructure rendering techniques including both safe and unsafe ray-height field intersection algorithms. This technique integrates well with existing physics engines and is able to reduce traditional 3D geometrical deformations (vertex-based) to 2D image space operations (pixel-based) that are parallelized on a GPU without CPU-GPU data shuffling. Additionally, surface and material properties may be specified at a per-texel level enabling a mesostructure to possess varying attributes intrinsic to its surface and collision behavior; furthermore, this offers an image-based alternative to traditional decals. This technique provides a simple way to make almost every surface in a virtual world responsive to user actions and events. It requires no preprocessing time and storage requirements of one additional texture or less. The algorithm uses existing displacement map algorithms as well as existing physics engines and can be easily incorporated into new or existing game pipelines.