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
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Illuminating micro geometry based on precomputed visibility
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th 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
Direct Ray Tracing of Displacement Mapped Triangles
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient displacement mapping by image warping
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Real-time relief mapping on arbitrary polygonal surfaces
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
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
Efficient animation of water flow on irregular terrains
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Interactive landscape visualization using GPU ray casting
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Real-time shell space rendering of volumetric geometry
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
ACM SIGGRAPH 2006 Research posters
ACM SIGGRAPH 2006 Sketches
Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid
Proceedings of the ACM symposium on Virtual reality software and technology
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering
ACM SIGGRAPH 2006 Courses
Parallax searching and mesosurface shadowing
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
Rendering 3D volumes using per-pixel displacement mapping
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Saving the z-cull optimization
ACM SIGGRAPH 2007 posters
Efficient self-shadowed radiosity normal mapping
ACM SIGGRAPH 2007 courses
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Foundations and Trends® in Computer Graphics and Vision
Real-time rendering of textures with feature curves
ACM Transactions on Graphics (TOG)
Interactive volume isosurface rendering using BT volumes
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Indirection mapping for quasi-conformal relief texturing
Proceedings of the 2008 symposium on Interactive 3D graphics and games
IGT: inverse geometric textures
ACM SIGGRAPH Asia 2008 papers
Multi-layer pyramidal displacement mapping
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Fast visualization of complex 3D models using displacement mapping
Proceedings of Graphics Interface 2009
Photorealistic models for pupil light reflex and iridal pattern deformation
ACM Transactions on Graphics (TOG)
Continuity mapping for multi-chart textures
ACM SIGGRAPH Asia 2009 papers
Rendering surface details with diffusion curves
ACM SIGGRAPH Asia 2009 papers
Real-time soft shadow for displacement mapped surfaces
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Curved ray-casting for displacement mapping in the GPU
MMM'08 Proceedings of the 14th international conference on Advances in multimedia modeling
Technical Section: Real-time path-based surface detail
Computers and Graphics
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Extrusion and revolution mapping
ACM Transactions on Graphics (TOG)
Multiple layer displacement mapping with lossless image compression
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Render-time procedural per-pixel geometry generation
Proceedings of Graphics Interface 2011
GPU-based ray casting of stacked out-of-core height fields
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
A system for real-time deformable terrain
Proceedings of the South African Institute of Computer Scientists and Information Technologists Conference on Knowledge, Innovation and Leadership in a Diverse, Multidisciplinary Environment
K-clustered tensor approximation: A sparse multilinear model for real-time rendering
ACM Transactions on Graphics (TOG)
Efficient rendering of animated characters through optimized per-joint impostors
Computer Animation and Virtual Worlds
Realistic water volumes in real-time
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A pipeline for the digitization and the realistic rendering of paintings
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Accurate and efficient rendering of detail using directional distance maps
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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This paper presents a technique for mapping relief textures onto arbitrary polygonal models in real time. In this approach, the mapping of the relief data is done in tangent space. As a result, it can be applied to polygonal representations of curved surfaces producing correct self-occlusions, interpenetrations, shadows and per-pixel lighting effects. The approach can be used to consistently add surface details to geometric models undergoing deformations, such as in the case of animated characters commonly found in games. The technique uses an inverse formulation (i.e., pixel driven) based on an efficient ray-height-field intersection algorithm implemented on the GPU. It supports extreme close-up views of the surfaces, mip mapping and anisotropic texture filtering. Also, contrary to high-dimensional representations of surface details, the low memory requirements of the proposed technique do not restrict its use to tiled textures.