Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
An application of number theory to the organization of raster-graphics memory
Journal of the ACM (JACM) - The MIT Press scientific computation series
The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Atmospheric illumination and shadows
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Real-time manipulation of texture-mapped surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Planar 2-pass texture mapping and warping
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
On the power of the frame buffer
ACM Transactions on Graphics (TOG)
Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Separable image warping with spatial lookup tables
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Three-pass affine transforms for volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Piecewise surface flattening for non-distorted texture mapping
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Splitting-Integrating Method for Normalizing Images by Inverse Transformations
IEEE Transactions on Pattern Analysis and Machine Intelligence
Volume rendering on the MasPar MP-1
VVS '92 Proceedings of the 1992 workshop on Volume visualization
A data distributed, parallel algorithm for ray-traced volume rendering
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
A pyramid-based approach to interactive terrain visualization
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
A model for efficient and flexible image computing
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Priority rendering with a virtual reality address recalculation pipeline
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Inner-block operations on compressed images
Proceedings of the third ACM international conference on Multimedia
Memory access patterns of occlusion-compatible 3D image warping
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Texture mapping 3D models of real-world scenes
ACM Computing Surveys (CSUR)
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
A two-and-a-half-D motion-blur algorithm
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Algorithms for division free perspective correct rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Reconstruction filters in computer-graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Computers
Implementation and applications of the distortion operator
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Resample hardware for 3D graphics
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Reconstruction Error Characterization and Control: A Sampling Theory Approach
IEEE Transactions on Visualization and Computer Graphics
Spatial Transformations for Rapid Scan-Line Surface Shadowing
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
On-the-Fly Texture Computation for Real-Time Surface Shading
IEEE Computer Graphics and Applications
A conceptual model of raster graphics systems
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Merging and transformation of raster images for cartoon animation
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Fast rotation of volume data on data parallel architectures
VIS '91 Proceedings of the 2nd conference on Visualization '91
VIS '92 Proceedings of the 3rd conference on Visualization '92
Image Interpolation Using Enhanced Multiresolution Critical-Point Filters
International Journal of Computer Vision - Special Issue on Computer Vision Research at the Beckman Institute of Advanced Science and Technology
Perspective mapping of planar textures
ACM SIGGRAPH Computer Graphics
Methods for Efficient, High Quality Volume Resampling in the Frequency Domain
VIS '04 Proceedings of the conference on Visualization '04
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Real-time high-quality View-Dependent Texture Mapping using per-pixel visibility
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
Patchwork: A fast interpreter for a restricted dataflow language
Journal of Systems and Software
Two-pass image and volume rotation
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
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Currerntly texture mapping onto projections of 3-D surfaces is time consuming and subject to considerable aliasing errors. Usually the procedure is to perform some inverse mapping from the area of the pixel onto the surface texture. It is difficult to do this correctly. There is an alternate approach where the texture surface is transformed as a 2-D image until it conforms to a projection of a polygon placed arbitrarily in 3-space. The great advantage of this approach is that the 2-D transformation can be decomposed into two simple transforms, one in horizontal and the other in vertical scanline order. horizontal scanline order, Sophisticated light calculation is also time consuming and difficult to calculate correctly on projected polygons. Instead of calculating the lighting based on the position of the polygon, lights, and eye, the lights and eye can be transformed to a corresponding position for a unit square which we can consider to be a canonical polygon. After this canonical polygon is correctly textured and shaded it can be easily conformed to the projection of the 3-D surface.