Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th 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
Extended free-form deformation: a sculpturing tool for 3D geometric modeling
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Geometric modeling with splines: an introduction
Geometric modeling with splines: an introduction
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
Preventing Self-Intersection under Free-Form Deformation
IEEE Transactions on Visualization and Computer Graphics
Geometric Deformation-Displacement Maps
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Mesh quilting for geometric texture synthesis
ACM SIGGRAPH 2006 Papers
Interactive face-replacements for modeling detailed shapes
GMP'06 Proceedings of the 4th international conference on Geometric Modeling and Processing
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Texture mapping, bump mapping, and displacement maps are central instruments in computer graphics aiming to achieve photorealistic renderings. In all these techniques, the mapping is typically one-to-one and every surface location is assigned a single texture color, normal, or displacement. Other specialized techniques have also been developed for the rendering of supplementary surface details such as fur, hair, or scales. This work presents an extended and unifying geometric view of these procedures that also allows you to precisely assign a single surface location with several continuously deformed displacements, each of which with possibly different texture style, color or normal. This extended approach employs trivariate functions in a similar way to FFDs. As a consequence, arbitrary regular geometry could be employed as part of the presented scheme as supplementary surface texture details, forming a closure by allowing any geometry to serve as texture details for itself. This work also augments recent results on texturing and parameterization of surfaces of arbitrary topologies by providing more flexible control over the phase of texture modeling.By completely and continuously parameterizing the space above the object surface as a trivariate vector function, this work shows not only control of the texture mapping on the surface but also full control of this continuous mapping in the volume surrounding the surface.